Paper/Spigot-Server-Patches/0456-Optimize-Collision-Chunk-lookup-and-avoid-loading-fa.patch
Aikar 2f34301581
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
7361a62e SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
1dc91b15 Add specific notes about what is not API
2b05ef88 #484: Allow statistics to be accessed for offline players

CraftBukkit Changes:
f7d6ad53 SPIGOT-5603: Use LootContext#lootingModifier in CraftLootTable
5838285d SPIGOT-5657: BlockPlaceEvent not cancelling for tripwire hooks
f325b9be SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
e25a2272 Fix some formatting in CraftHumanEntity
498540e0 Add Merchant slot delegate
b2de47d5 SPIGOT-5621: Add missing container types for opening InventoryView
aa3a2f27 #645: Allow statistics to be accessed for offline players
2122c0b1 #649: CraftBell should implement Bell
2020-04-08 03:49:15 -04:00

43 lines
2.2 KiB
Diff

From f6d2192e47570cffa14bbbdab869f0b5b6b64480 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 Chunk lookup and avoid loading far chunks
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby 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.
diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
index f851ed11df..d154487294 100644
--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
@@ -83,15 +83,19 @@ public interface ICollisionAccess extends IBlockAccess {
}
while (cursorposition.a()) {
- int k1 = cursorposition.b();
- int l1 = cursorposition.c();
- int i2 = cursorposition.d();
+ int k1 = cursorposition.b();int x = k1; // Paper
+ int l1 = cursorposition.c();int y = l1; // Paper
+ int i2 = cursorposition.d();int z = i2; // Paper
int j2 = cursorposition.e();
if (j2 != 3) {
int k2 = k1 >> 4;
int l2 = i2 >> 4;
- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper start - ensure we don't load chunks
+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper end
if (iblockaccess != null) {
blockposition_mutableblockposition.d(k1, l1, i2);
--
2.25.1