mirror of
https://github.com/PaperMC/Paper.git
synced 2024-11-05 02:10:30 +01:00
38 lines
1.9 KiB
Diff
38 lines
1.9 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
|
|
Date: Mon, 15 May 2023 20:25:26 -0700
|
|
Subject: [PATCH] Optimise recalcBlockCounts() for empty sections
|
|
|
|
In 1.18, every chunk section is initialised to a non-null value
|
|
and recalcBlockCounts() is invoked for each section.
|
|
However, in a standard world, most sections are empty. In such cases,
|
|
recalcBlockCounts() would iterate over ever position - even though
|
|
the block data would all be air. To avoid this, we skip
|
|
searching the section unless the palette indicates there _could_ be
|
|
a non-air block state or non-empty fluid state.
|
|
|
|
Chunk loading initially showed that recalcBlockCounts() over
|
|
sections with a ZeroBitStorage data to to take ~20% of the process,
|
|
now it takes <1%.
|
|
|
|
diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
|
|
index 7a57a75db00cd64e4c95740b575277a1f355e414..d4477b0dda6a1ef7bd8323c0d11b636bd071d18e 100644
|
|
--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
|
|
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
|
|
@@ -232,6 +232,7 @@ public class LevelChunkSection {
|
|
this.nonEmptyBlockCount = 0;
|
|
this.tickingBlockCount = 0;
|
|
this.tickingFluidCount = 0;
|
|
+ if (this.maybeHas((BlockState state) -> !state.isAir() || !state.getFluidState().isEmpty())) { // Paper - do not run forEachLocation on clearly empty sections
|
|
this.states.forEachLocation((BlockState iblockdata, int i) -> {
|
|
FluidState fluid = iblockdata.getFluidState();
|
|
|
|
@@ -251,6 +252,7 @@ public class LevelChunkSection {
|
|
}
|
|
|
|
});
|
|
+ } // Paper - do not run forEachLocation on clearly empty sections
|
|
// Paper end
|
|
this.initBlockCollisionData(); // Paper
|
|
}
|