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df22839abf
Applied a "Only run this when the blocks are different" to a place, that apparently must be called even with the same block but different other data I guess. This was causing oddness with light data.
69 lines
3.2 KiB
Diff
69 lines
3.2 KiB
Diff
From eca91170fffd8d7b1874f9e649323e3ab457b4a3 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 28 Sep 2018 20:46:29 -0400
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Subject: [PATCH] Optimize Light Recalculations
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The server triggers light recalculations even if the new block
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is the same as the old block. At this time, BlockData Properties
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do not impact light calculations.
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So the only way light should change, is if the block itself
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changes from 1 block to another.
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Also optimizes to not repeatedly look up the same chunk for
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light lookups.
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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index cb99888707..027f98633e 100644
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--- a/src/main/java/net/minecraft/server/Chunk.java
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+++ b/src/main/java/net/minecraft/server/Chunk.java
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@@ -347,7 +347,7 @@ public class Chunk implements IChunkAccess {
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private void a(int i, int j, int k, int l) {
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if (l > k && this.areNeighborsLoaded(1)) { // Paper
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for (int i1 = k; i1 < l; ++i1) {
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- this.world.c(EnumSkyBlock.SKY, new BlockPosition(i, i1, j));
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+ this.world.updateBrightness(EnumSkyBlock.SKY, new BlockPosition(i, i1, j), this); // Paper
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}
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this.x = true;
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@@ -578,7 +578,7 @@ public class Chunk implements IChunkAccess {
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} else {
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if (flag1) {
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this.initLighting();
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- } else {
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+ } else if (block != block1) { // Paper - Optimize light recalculations
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this.runOrQueueLightUpdate(() -> { // Paper - Queue light update
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int i1 = iblockdata.b(this.world, blockposition);
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int j1 = iblockdata1.b(this.world, blockposition);
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index bbcedb8fc7..540d237ceb 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -589,8 +589,9 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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}
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if (this.worldProvider.g()) {
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- for (i1 = k; i1 <= l; ++i1) {
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- this.c(EnumSkyBlock.SKY, new BlockPosition(i, i1, j));
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+ Chunk chunk = getChunkIfLoaded(i >> 4, j >> 4); // Paper
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+ for (i1 = k; chunk != null && i1 <= l; ++i1) { // Paper
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+ this.updateBrightness(EnumSkyBlock.SKY, new BlockPosition(i, i1, j), chunk); // Paper
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}
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}
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@@ -2294,6 +2295,11 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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public boolean c(EnumSkyBlock enumskyblock, BlockPosition blockposition) {
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// CraftBukkit start - Use neighbor cache instead of looking up
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Chunk chunk = this.getChunkIfLoaded(blockposition.getX() >> 4, blockposition.getZ() >> 4);
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+ // Paper start - optimize light updates where chunk is known
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+ return updateBrightness(enumskyblock, blockposition, chunk);
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+ }
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+ public boolean updateBrightness(EnumSkyBlock enumskyblock, BlockPosition blockposition, Chunk chunk) {
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+ // Paper end
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if (chunk == null || !chunk.areNeighborsLoaded(1) /*!this.areChunksLoaded(blockposition, 17, false)*/) {
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// CraftBukkit end
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return false;
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--
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2.19.1
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