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Updated Upstream (Bukkit/CraftBukkit) Upstream has released updates that appear 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: f02baa38 PR-988: Add World#getIntersectingChunks(BoundingBox) 9321d665 Move getItemInUse up to LivingEntity 819eef73 PR-959: Add access to current item's remaining ticks c4fdadb0 SPIGOT-7601: Add AbstractArrow#getItem be8261ca Add support for Java 22 26119676 PR-979: Add more translation keys 66753362 PR-985: Correct book maximum pages and characters per page documentation c8be92fa PR-980: Improve getArmorContents() documentation f1120ee2 PR-983: Expose riptide velocity to PlayerRiptideEvent CraftBukkit Changes: dfaa89bbe PR-1369: Add World#getIntersectingChunks(BoundingBox) 51bbab2b9 Move getItemInUse up to LivingEntity 668e09602 PR-1331: Add access to current item's remaining ticks a639406d1 SPIGOT-7601: Add AbstractArrow#getItem 0398930fc SPIGOT-7602: Allow opening in-world horse and related inventories ffd15611c SPIGOT-7608: Allow empty lists to morph to any PDT list 2188dcfa9 Add support for Java 22 45d6a609f SPIGOT-7604: Revert "SPIGOT-7365: DamageCause blocked by shield should trigger invulnerableTime" 06d915943 SPIGOT-7365: DamageCause blocked by shield should trigger invulnerableTime ca3bc3707 PR-1361: Add more translation keys 366c3ca80 SPIGOT-7600: EntityChangeBlockEvent is not fired for frog eggs 06d0f9ba8 SPIGOT-7593: Fix sapling growth physics / client-side updates 45c2608e4 PR-1366: Expose riptide velocity to PlayerRiptideEvent 29b6bb79b SPIGOT-7587: Remove fixes for now-resolved MC-142590 and MC-109346
40 lines
2.3 KiB
Diff
40 lines
2.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Martijn Muijsers <martijnmuijsers@live.nl>
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Date: Mon, 21 Aug 2023 21:05:09 +0200
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Subject: [PATCH] Optimize nearest structure border iteration
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Getting the nearest generated structure contains a nested set of loops that
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iterates over all chunks at a specific chessboard distance. It does this by
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iterating over the entire square of chunks within that distance, and checking
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if the coordinates are at exactly the right distance to be on the border.
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This patch optimizes the iteration by only iterating over the border chunks.
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This evaluated chunks are the same, and in the same order, as before, to
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ensure that the returned found structure (which may for example be a buried
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treasure that will be marked on a treasure map) is the same as in vanilla.
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diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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index f767c822a8e86ce689d40d12c4ef2db3829a97cc..b26a4eb4951e87f891b59028d98b8ffba8e103a8 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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@@ -260,12 +260,15 @@ public abstract class ChunkGenerator {
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int i1 = placement.spacing();
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for (int j1 = -radius; j1 <= radius; ++j1) {
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- boolean flag1 = j1 == -radius || j1 == radius;
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+ // Paper start - Perf: iterate over border chunks instead of entire square chunk area
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+ boolean flag1 = j1 == -radius || j1 == radius; final boolean onBorderAlongZAxis = flag1; // Paper - OBFHELPER
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- for (int k1 = -radius; k1 <= radius; ++k1) {
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- boolean flag2 = k1 == -radius || k1 == radius;
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+ for (int k1 = -radius; k1 <= radius; k1 += onBorderAlongZAxis ? 1 : radius * 2) {
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+ // boolean flag2 = k1 == -radius || k1 == radius;
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- if (flag1 || flag2) {
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+ // if (flag1 || flag2) {
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+ if (true) {
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+ // Paper end - Perf: iterate over border chunks instead of entire square chunk area
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int l1 = centerChunkX + i1 * j1;
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int i2 = centerChunkZ + i1 * k1;
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ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2);
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