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* Expose server build information * squash patches * final tweaks --------- Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com> Co-authored-by: masmc05 <masmc05@gmail.com>
40 lines
2.3 KiB
Diff
40 lines
2.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Martijn Muijsers <martijnmuijsers@live.nl>
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Date: Mon, 21 Aug 2023 21:05:09 +0200
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Subject: [PATCH] Optimize nearest structure border iteration
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Getting the nearest generated structure contains a nested set of loops that
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iterates over all chunks at a specific chessboard distance. It does this by
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iterating over the entire square of chunks within that distance, and checking
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if the coordinates are at exactly the right distance to be on the border.
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This patch optimizes the iteration by only iterating over the border chunks.
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This evaluated chunks are the same, and in the same order, as before, to
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ensure that the returned found structure (which may for example be a buried
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treasure that will be marked on a treasure map) is the same as in vanilla.
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diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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index c4972e5767488878f7929226258c41c1cc30a47f..c9cd18ce79a6ee7297a8fd14f4dbe712570b3ced 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
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@@ -266,12 +266,15 @@ public abstract class ChunkGenerator {
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int i1 = placement.spacing();
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for (int j1 = -radius; j1 <= radius; ++j1) {
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- boolean flag1 = j1 == -radius || j1 == radius;
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+ // Paper start - Perf: iterate over border chunks instead of entire square chunk area
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+ boolean flag1 = j1 == -radius || j1 == radius; final boolean onBorderAlongZAxis = flag1; // Paper - OBFHELPER
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- for (int k1 = -radius; k1 <= radius; ++k1) {
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- boolean flag2 = k1 == -radius || k1 == radius;
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+ for (int k1 = -radius; k1 <= radius; k1 += onBorderAlongZAxis ? 1 : radius * 2) {
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+ // boolean flag2 = k1 == -radius || k1 == radius;
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- if (flag1 || flag2) {
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+ // if (flag1 || flag2) {
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+ if (true) {
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+ // Paper end - Perf: iterate over border chunks instead of entire square chunk area
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int l1 = centerChunkX + i1 * j1;
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int i2 = centerChunkZ + i1 * k1;
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ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2);
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