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The new behavior of disconnect to block the current thread until the disconnect succeeded is better than throwing it off to happen at some point
27 lines
1.6 KiB
Diff
27 lines
1.6 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: Fri, 28 Aug 2020 12:33:47 -0700
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Subject: [PATCH] Don't lookup fluid state when raytracing, skip air blocks
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Just use the iblockdata already retrieved, removes a getType call.
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Also save approx. 5% for the raytrace call, as most (expensive)
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raytracing tends to go through air and returning early is an
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easy win. The remaining problems with this function
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are mostly with the block getting itself.
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diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
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index c3760e0c8ac0b3ea200f4e1c237e250137a78caf..c978f3b2d42f512e982f289e76c2422e41b7eec6 100644
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--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
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+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
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@@ -79,7 +79,8 @@ public interface BlockGetter extends LevelHeightAccessor {
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return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
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}
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// Paper end - Prevent raytrace from loading chunks
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- FluidState fluid = this.getFluidState(blockposition);
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+ if (iblockdata.isAir()) return null; // Paper - Perf: optimise air cases
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+ FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: don't need to go to world state again
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Vec3 vec3d = raytrace1.getFrom();
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Vec3 vec3d1 = raytrace1.getTo();
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VoxelShape voxelshape = raytrace1.getBlockShape(iblockdata, this, blockposition);
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