Paper/Spigot-Server-Patches/0478-Optimize-ChunkProviderServer-s-chunk-level-checking-.patch
Aikar 4d38ee111f
Many fixes and improvements to chunk prioritization
I believe this brings us back to stable. A lot of complexity was
learned about juggling priorities.

We were essentially promoting more chunks to urgent than really
needed to be urgent.

So this commit adds a lot more logic to juggle neighbor priorities
and demote their priority once they meet the requirements needed of
them.

This greatly improves the performance of "urgent" chunks".

Fixes #3410
Fixes #3426
Fixes #3425
Fixes #3416
2020-05-22 01:03:42 -04:00

63 lines
3.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Thu, 16 Apr 2020 16:13:59 -0700
Subject: [PATCH] Optimize ChunkProviderServer's chunk level checking helper
methods
These can be hot functions (i.e entity ticking and block ticking),
so inline where possible, and avoid the abstraction of the
Either class.
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index 2ef8506f10426b8a5877e30986c105c0d95be774..722db939971fe395d8250c388fbd7f3b5e87804d 100644
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -607,27 +607,37 @@ public class ChunkProviderServer extends IChunkProvider {
public final boolean isInEntityTickingChunk(Entity entity) { return this.a(entity); } // Paper - OBFHELPER
@Override public boolean a(Entity entity) {
- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
-
- return this.a(i, PlayerChunk::b);
+ // Paper start - optimize is ticking ready type functions
+ // entity ticking
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
+ return playerChunk != null && playerChunk.isEntityTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
public final boolean isEntityTickingChunk(ChunkCoordIntPair chunkcoordintpair) { return this.a(chunkcoordintpair); } // Paper - OBFHELPER
@Override public boolean a(ChunkCoordIntPair chunkcoordintpair) {
- return this.a(chunkcoordintpair.pair(), PlayerChunk::b);
+ // Paper start - optimize is ticking ready type functions
+ // is entity ticking ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(chunkcoordintpair));
+ return playerChunk != null && playerChunk.isEntityTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
@Override
public boolean a(BlockPosition blockposition) {
- long i = ChunkCoordIntPair.pair(blockposition.getX() >> 4, blockposition.getZ() >> 4);
-
- return this.a(i, PlayerChunk::a);
+ // Paper start - optimize is ticking ready type functions
+ // is ticking ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(blockposition));
+ return playerChunk != null && playerChunk.isTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
public boolean b(Entity entity) {
- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
-
- return this.a(i, PlayerChunk::c);
+ // Paper start - optimize is ticking ready type functions
+ // is full chunk ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
+ return playerChunk != null && playerChunk.isFullChunkReady();
+ // Paper end - optimize is ticking ready type functions
}
private boolean a(long i, Function<PlayerChunk, CompletableFuture<Either<Chunk, PlayerChunk.Failure>>> function) {