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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: b999860d SPIGOT-2304: Add LootGenerateEvent CraftBukkit Changes:77fd87e4
SPIGOT-2304: Implement LootGenerateEventa1a705ee
SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent41712edd
SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
43 lines
2.2 KiB
Diff
43 lines
2.2 KiB
Diff
From ef055b2d308e7f386a101f0aabd78afbb34cdaed Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 02:37:57 -0400
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Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks
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Try to use a faster chunk lookup for collision detection, and only
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fall back to the original for nearby chunks.
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The collision code takes an AABB and generates a cuboid of checks rather
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than a cylinder, so at high velocity this can generate a lot of chunk checks.
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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index f851ed11df..d154487294 100644
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -83,15 +83,19 @@ public interface ICollisionAccess extends IBlockAccess {
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}
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while (cursorposition.a()) {
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- int k1 = cursorposition.b();
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- int l1 = cursorposition.c();
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- int i2 = cursorposition.d();
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+ int k1 = cursorposition.b();int x = k1; // Paper
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+ int l1 = cursorposition.c();int y = l1; // Paper
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+ int i2 = cursorposition.d();int z = i2; // Paper
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int j2 = cursorposition.e();
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if (j2 != 3) {
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int k2 = k1 >> 4;
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int l2 = i2 >> 4;
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- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
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+ // Paper start - ensure we don't load chunks
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+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
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+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
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+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
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+ // Paper end
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if (iblockaccess != null) {
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blockposition_mutableblockposition.d(k1, l1, i2);
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--
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2.26.2
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