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This enables us a fast reference to the entities current chunk instead of having to look it up by hashmap lookups. We also store counts by type to further enable other performance optimizations in later patches.
47 lines
1.8 KiB
Diff
47 lines
1.8 KiB
Diff
From 4f5d96217a3ec5d72b3f19f874b53fd13d506b97 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 27 Aug 2015 01:15:02 -0400
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Subject: [PATCH] Optimize Chunk Access
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getting a loaded chunk is one of the most hottest pieces of code in the game.
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getChunkAt is called for the same chunk multiple times in a row, often from getType();
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Optimize this look up by using a Last Access cache.
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diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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index 4e7e8e5fd..1771a1794 100644
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--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
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+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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@@ -27,7 +27,27 @@ public class ChunkProviderServer implements IChunkProvider {
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public final Set<Long> unloadQueue = Sets.newHashSet();
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public final ChunkGenerator chunkGenerator;
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private final IChunkLoader chunkLoader;
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- public final Long2ObjectMap<Chunk> chunks = new Long2ObjectOpenHashMap(8192);
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+ // Paper start
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+ protected Chunk lastChunkByPos = null;
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+ public Long2ObjectOpenHashMap<Chunk> chunks = new Long2ObjectOpenHashMap<Chunk>(8192) {
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+
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+ @Override
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+ public Chunk get(long key) {
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+ if (lastChunkByPos != null && key == lastChunkByPos.chunkKey) {
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+ return lastChunkByPos;
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+ }
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+ return lastChunkByPos = super.get(key);
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+ }
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+
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+ @Override
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+ public Chunk remove(long key) {
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+ if (lastChunkByPos != null && key == lastChunkByPos.chunkKey) {
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+ lastChunkByPos = null;
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+ }
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+ return super.remove(key);
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+ }
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+ }; // CraftBukkit
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+ // Paper end
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public final WorldServer world;
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public ChunkProviderServer(WorldServer worldserver, IChunkLoader ichunkloader, ChunkGenerator chunkgenerator) {
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--
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2.18.0
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