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Paper/patches/unapplied/server/0982-Optimise-recalcBlockCounts-for-empty-sections.patch

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2023-05-27 20:34:33 +02:00
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 1b80a91fa36c59a31b57ef7ef4a68eacbb0f17f5..cf2c053a0e82928c7a7cf99abe1bbd1eb7824507 100644
--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
@@ -244,6 +244,7 @@ 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();
@@ -263,6 +264,7 @@ public class LevelChunkSection {
}
});
+ } // Paper - do not run forEachLocation on clearly empty sections
// Paper end
this.initBlockCollisionData(); // Paper
}