Paper/patches/server/0980-Optimize-Collision-to-not-load-chunks.patch
Spottedleaf 8c5b837e05 Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.

Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.

Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.

Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.

Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-18 23:00:59 -08:00

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7.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 2 Apr 2020 02:37:57 -0400
Subject: [PATCH] Optimize Collision to not load chunks
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
Treat an unloaded chunk as a collision for entities, and also for players if
the "prevent moving into unloaded chunks" setting is enabled.
If that serting is not enabled, collisions will be ignored for players, since
movement will load only the chunk the player enters anyways and avoids loading
massive amounts of surrounding chunks due to large AABB lookups.
Feature patch
diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
index 3e03d65ac4ef267de67684d24c6f9c303b1a0bf0..b451842d6848af883cc3abf200f03c9a4680106c 100644
--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
@@ -826,6 +826,7 @@ public abstract class PlayerList {
Vec3 vec3d = teleporttransition.position();
entityplayer1.forceSetPositionRotation(vec3d.x, vec3d.y, vec3d.z, teleporttransition.yRot(), teleporttransition.xRot());
+ worldserver.getChunkSource().addRegionTicket(net.minecraft.server.level.TicketType.POST_TELEPORT, new net.minecraft.world.level.ChunkPos(net.minecraft.util.Mth.floor(vec3d.x()) >> 4, net.minecraft.util.Mth.floor(vec3d.z()) >> 4), 1, entityplayer.getId()); // Paper
// CraftBukkit end
if (teleporttransition.missingRespawnBlock()) {
entityplayer1.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.NO_RESPAWN_BLOCK_AVAILABLE, 0.0F));
diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
index c2b98da88e30b7d84a4b51c48e12fd16c1d52c35..6a4f52342c5a195206ecf3ac118e8a4df4d2f3d2 100644
--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
@@ -259,6 +259,7 @@ public abstract class Entity implements SyncedDataHolder, Nameable, EntityAccess
// Paper end - Share random for entities to make them more random
public org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason spawnReason; // Paper - Entity#getEntitySpawnReason
+ public boolean collisionLoadChunks = false; // Paper
private CraftEntity bukkitEntity;
public CraftEntity getBukkitEntity() {
diff --git a/src/main/java/net/minecraft/world/level/BlockCollisions.java b/src/main/java/net/minecraft/world/level/BlockCollisions.java
index 12a14b8fdb079fd8c367e51299486761ebdaeb5b..b360594424118d9d11d00ea140160485048591ca 100644
--- a/src/main/java/net/minecraft/world/level/BlockCollisions.java
+++ b/src/main/java/net/minecraft/world/level/BlockCollisions.java
@@ -72,16 +72,37 @@ public class BlockCollisions<T> extends AbstractIterator<T> {
@Override
protected T computeNext() {
while (this.cursor.advance()) {
- int i = this.cursor.nextX();
- int j = this.cursor.nextY();
- int k = this.cursor.nextZ();
+ int i = this.cursor.nextX(); final int x = i; // Paper - OBFHELPER
+ int j = this.cursor.nextY(); final int y = j; // Paper - OBFHELPER
+ int k = this.cursor.nextZ(); final int z = k; // Paper - OBFHELPER
int l = this.cursor.getNextType();
if (l != 3) {
- BlockGetter blockGetter = this.getChunk(i, k);
- if (blockGetter != null) {
- this.pos.set(i, j, k);
- BlockState blockState = blockGetter.getBlockState(this.pos);
- if ((!this.onlySuffocatingBlocks || blockState.isSuffocating(blockGetter, this.pos))
+ // Paper start - ensure we don't load chunks
+ // BlockGetter blockGetter = this.getChunk(i, k);
+ if (true) {
+ final @Nullable Entity source = this.context instanceof net.minecraft.world.phys.shapes.EntityCollisionContext entityContext ? entityContext.getEntity() : null;
+ boolean far = source != null && io.papermc.paper.util.MCUtil.distanceSq(source.getX(), y, source.getZ(), x, y, z) > 14;
+ this.pos.set(x, y, z);
+ BlockState blockState;
+ if (this.collisionGetter instanceof net.minecraft.server.level.WorldGenRegion) {
+ BlockGetter blockGetter = this.getChunk(x, z);
+ if (blockGetter == null) {
+ continue;
+ }
+ blockState = blockGetter.getBlockState(this.pos);
+ } else if ((!far && source instanceof net.minecraft.server.level.ServerPlayer) || (source != null && source.collisionLoadChunks)) {
+ blockState = this.collisionGetter.getBlockState(this.pos);
+ } else {
+ blockState = this.collisionGetter.getBlockStateIfLoaded(this.pos);
+ }
+ if (blockState == null) {
+ if (!(source instanceof net.minecraft.server.level.ServerPlayer) || source.level().paperConfig().chunks.preventMovingIntoUnloadedChunks) {
+ return this.resultProvider.apply(new BlockPos.MutableBlockPos(x, y, z), Shapes.create(far ? source.getBoundingBox() : new AABB(new BlockPos(x, y, z))));
+ }
+ continue;
+ }
+ if (true // onlySuffocatingBlocks is only true on the client, so we don't care about it here
+ // Paper end - ensure we don't load chunks
&& (l != 1 || blockState.hasLargeCollisionShape())
&& (l != 2 || blockState.is(Blocks.MOVING_PISTON))) {
VoxelShape voxelShape = this.context.getCollisionShape(blockState, this.collisionGetter, this.pos);
diff --git a/src/main/java/net/minecraft/world/level/CollisionGetter.java b/src/main/java/net/minecraft/world/level/CollisionGetter.java
index 6b63dc10c0a4db8a484588a6d67911ea1023457e..f4c251c2bcfa96ba22e338b97a1de7f0abac5a6f 100644
--- a/src/main/java/net/minecraft/world/level/CollisionGetter.java
+++ b/src/main/java/net/minecraft/world/level/CollisionGetter.java
@@ -50,11 +50,13 @@ public interface CollisionGetter extends BlockGetter {
}
default boolean noCollision(@Nullable Entity entity, AABB box, boolean checkFluid) {
- for (VoxelShape voxelShape : checkFluid ? this.getBlockAndLiquidCollisions(entity, box) : this.getBlockCollisions(entity, box)) {
+ try { if (entity != null) entity.collisionLoadChunks = true; // Paper
+ for (VoxelShape voxelShape : checkFluid ? this.getBlockAndLiquidCollisions(entity, box) : this.getBlockCollisions(entity, box)) {
if (!voxelShape.isEmpty()) {
return false;
}
}
+ } finally { if (entity != null) entity.collisionLoadChunks = false; } // Paper
if (!this.getEntityCollisions(entity, box).isEmpty()) {
return false;