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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 CraftBukkit Changes: ab8ace685 SPIGOT-7236: Bone meal doesn't increase use statistic 7dcb59b8e Avoid switch on material in previous commit Spigot Changes: 19641c75 SPIGOT-7235: World.Spigot#strikeLightningEffect doesn't do anything
171 lines
11 KiB
Diff
171 lines
11 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Thu, 2 Jul 2020 12:02:43 -0700
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Subject: [PATCH] Optimise collision checking in player move packet handling
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Move collision logic to just the hasNewCollision call instead of getCubes + hasNewCollision
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diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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index ef8ce274f4085a76b4a7dc4ab37a110069f83537..60024e98de6a910e4db6d45d6be427a0dea6f568 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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@@ -643,7 +643,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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return;
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}
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- boolean flag = worldserver.noCollision(entity, entity.getBoundingBox().deflate(0.0625D));
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+ AABB oldBox = entity.getBoundingBox(); // Paper - copy from player movement packet
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d6 = d3 - this.vehicleLastGoodX; // Paper - diff on change, used for checking large move vectors above
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d7 = d4 - this.vehicleLastGoodY - 1.0E-6D; // Paper - diff on change, used for checking large move vectors above
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@@ -651,6 +651,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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boolean flag1 = entity.verticalCollisionBelow;
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entity.move(MoverType.PLAYER, new Vec3(d6, d7, d8));
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+ boolean didCollide = toX != entity.getX() || toY != entity.getY() || toZ != entity.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be...
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double d11 = d7;
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d6 = d3 - entity.getX();
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@@ -664,16 +665,24 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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boolean flag2 = false;
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if (d10 > org.spigotmc.SpigotConfig.movedWronglyThreshold) { // Spigot
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- flag2 = true;
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+ flag2 = true; // Paper - diff on change, this should be moved wrongly
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ServerGamePacketListenerImpl.LOGGER.warn("{} (vehicle of {}) moved wrongly! {}", new Object[]{entity.getName().getString(), this.player.getName().getString(), Math.sqrt(d10)});
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}
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Location curPos = this.getCraftPlayer().getLocation(); // Spigot
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entity.absMoveTo(d3, d4, d5, f, f1);
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this.player.absMoveTo(d3, d4, d5, this.player.getYRot(), this.player.getXRot()); // CraftBukkit
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- boolean flag3 = worldserver.noCollision(entity, entity.getBoundingBox().deflate(0.0625D));
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- if (flag && (flag2 || !flag3)) {
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+ // Paper start - optimise out extra getCubes
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+ boolean teleportBack = flag2; // violating this is always a fail
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+ if (!teleportBack) {
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+ // note: only call after setLocation, or else getBoundingBox is wrong
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+ AABB newBox = entity.getBoundingBox();
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+ if (didCollide || !oldBox.equals(newBox)) {
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+ teleportBack = this.hasNewCollision(worldserver, entity, oldBox, newBox);
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+ } // else: no collision at all detected, why do we care?
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+ }
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+ if (teleportBack) { // Paper end - optimise out extra getCubes
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entity.absMoveTo(d0, d1, d2, f, f1);
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this.player.absMoveTo(d0, d1, d2, this.player.getYRot(), this.player.getXRot()); // CraftBukkit
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this.connection.send(new ClientboundMoveVehiclePacket(entity));
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@@ -759,7 +768,32 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
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private boolean noBlocksAround(Entity entity) {
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- return entity.level.getBlockStates(entity.getBoundingBox().inflate(0.0625D).expandTowards(0.0D, -0.55D, 0.0D)).allMatch(BlockBehaviour.BlockStateBase::isAir);
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+ // Paper start - stop using streams, this is already a known fixed problem in Entity#move
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+ AABB box = entity.getBoundingBox().inflate(0.0625D).expandTowards(0.0D, -0.55D, 0.0D);
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+ int minX = Mth.floor(box.minX);
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+ int minY = Mth.floor(box.minY);
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+ int minZ = Mth.floor(box.minZ);
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+ int maxX = Mth.floor(box.maxX);
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+ int maxY = Mth.floor(box.maxY);
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+ int maxZ = Mth.floor(box.maxZ);
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+
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+ Level world = entity.level;
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+ BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
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+
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+ for (int y = minY; y <= maxY; ++y) {
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+ for (int z = minZ; z <= maxZ; ++z) {
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+ for (int x = minX; x <= maxX; ++x) {
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+ pos.set(x, y, z);
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+ BlockState type = world.getBlockStateIfLoaded(pos);
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+ if (type != null && !type.isAir()) {
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+ return false;
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+ }
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+ }
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+ }
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+ }
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+
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+ return true;
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+ // Paper end - stop using streams, this is already a known fixed problem in Entity#move
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}
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@Override
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@@ -1339,7 +1373,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
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if (this.awaitingPositionFromClient != null) {
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- if (this.tickCount - this.awaitingTeleportTime > 20) {
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+ if (false && this.tickCount - this.awaitingTeleportTime > 20) { // Paper - this will greatly screw with clients with > 1000ms RTT
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this.awaitingTeleportTime = this.tickCount;
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this.teleport(this.awaitingPositionFromClient.x, this.awaitingPositionFromClient.y, this.awaitingPositionFromClient.z, this.player.getYRot(), this.player.getXRot());
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}
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@@ -1433,7 +1467,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
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}
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- AABB axisalignedbb = this.player.getBoundingBox();
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+ AABB axisalignedbb = this.player.getBoundingBox(); // Paper - diff on change, should be old AABB
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d7 = d0 - this.lastGoodX; // Paper - diff on change, used for checking large move vectors above
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d8 = d1 - this.lastGoodY; // Paper - diff on change, used for checking large move vectors above
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@@ -1474,6 +1508,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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boolean flag1 = this.player.verticalCollisionBelow;
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this.player.move(MoverType.PLAYER, new Vec3(d7, d8, d9));
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+ boolean didCollide = toX != this.player.getX() || toY != this.player.getY() || toZ != this.player.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be...
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this.player.onGround = packet.isOnGround(); // CraftBukkit - SPIGOT-5810, SPIGOT-5835, SPIGOT-6828: reset by this.player.move
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// Paper start - prevent position desync
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if (this.awaitingPositionFromClient != null) {
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@@ -1493,12 +1528,23 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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boolean flag2 = false;
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if (!this.player.isChangingDimension() && d11 > org.spigotmc.SpigotConfig.movedWronglyThreshold && !this.player.isSleeping() && !this.player.gameMode.isCreative() && this.player.gameMode.getGameModeForPlayer() != GameType.SPECTATOR) { // Spigot
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- flag2 = true;
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+ flag2 = true; // Paper - diff on change, this should be moved wrongly
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ServerGamePacketListenerImpl.LOGGER.warn("{} moved wrongly!", this.player.getName().getString());
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}
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this.player.absMoveTo(d0, d1, d2, f, f1);
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- if (!this.player.noPhysics && !this.player.isSleeping() && (flag2 && worldserver.noCollision(this.player, axisalignedbb) || this.isPlayerCollidingWithAnythingNew(worldserver, axisalignedbb))) {
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+ // Paper start - optimise out extra getCubes
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+ // Original for reference:
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+ // boolean teleportBack = flag2 && worldserver.getCubes(this.player, axisalignedbb) || (didCollide && this.a((IWorldReader) worldserver, axisalignedbb));
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+ boolean teleportBack = flag2; // violating this is always a fail
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+ if (!this.player.noPhysics && !this.player.isSleeping() && !teleportBack) {
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+ AABB newBox = this.player.getBoundingBox();
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+ if (didCollide || !axisalignedbb.equals(newBox)) {
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+ // note: only call after setLocation, or else getBoundingBox is wrong
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+ teleportBack = this.hasNewCollision(worldserver, this.player, axisalignedbb, newBox);
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+ } // else: no collision at all detected, why do we care?
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+ }
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+ if (!this.player.noPhysics && !this.player.isSleeping() && teleportBack) { // Paper end - optimise out extra getCubes
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this.internalTeleport(d3, d4, d5, f, f1, Collections.emptySet(), false); // CraftBukkit - SPIGOT-1807: Don't call teleport event, when the client thinks the player is falling, because the chunks are not loaded on the client yet.
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this.player.doCheckFallDamage(this.player.getY() - d6, packet.isOnGround());
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} else {
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@@ -1585,6 +1631,27 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
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}
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+ // Paper start - optimise out extra getCubes
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+ private boolean hasNewCollision(final ServerLevel world, final Entity entity, final AABB oldBox, final AABB newBox) {
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+ final List<AABB> collisions = io.papermc.paper.util.CachedLists.getTempCollisionList();
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+ try {
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+ io.papermc.paper.util.CollisionUtil.getCollisions(world, entity, newBox, collisions, false, true,
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+ true, false, null, null);
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+
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+ for (int i = 0, len = collisions.size(); i < len; ++i) {
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+ final AABB box = collisions.get(i);
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+ if (!io.papermc.paper.util.CollisionUtil.voxelShapeIntersect(box, oldBox)) {
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+ return true;
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+ }
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+ }
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+
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+ return false;
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+ } finally {
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+ io.papermc.paper.util.CachedLists.returnTempCollisionList(collisions);
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+ }
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+ }
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+ // Paper end - optimise out extra getCubes
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+
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private boolean isPlayerCollidingWithAnythingNew(LevelReader world, AABB box) {
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Iterable<VoxelShape> iterable = world.getCollisions(this.player, this.player.getBoundingBox().deflate(9.999999747378752E-6D));
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VoxelShape voxelshape = Shapes.create(box.deflate(9.999999747378752E-6D));
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