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Paper/Spigot-Server-Patches/0469-Stop-copy-on-write-operations-for-updating-light-dat.patch

320 Zeilen
16 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <spottedleaf@spottedleaf.dev>
Date: Mon, 27 Apr 2020 04:05:38 -0700
Subject: [PATCH] Stop copy-on-write operations for updating light data
Causes huge memory allocations + gc issues
diff --git a/src/main/java/net/minecraft/server/LightEngineStorage.java b/src/main/java/net/minecraft/server/LightEngineStorage.java
index 916d38cebcbe912153d54a21acbf60bc26db7401..6c7c4e75670a7e08ba10c0231a2510bf985dab6b 100644
--- a/src/main/java/net/minecraft/server/LightEngineStorage.java
+++ b/src/main/java/net/minecraft/server/LightEngineStorage.java
@@ -19,8 +19,8 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
protected final LongSet b = new LongOpenHashSet();
protected final LongSet c = new LongOpenHashSet();
protected final LongSet d = new LongOpenHashSet();
- protected volatile M e;
- protected final M f;
+ protected volatile M e_visible; protected final Object visibleUpdateLock = new Object(); // Paper - diff on change, should be "visible" - force compile fail on usage change
+ protected final M f; // Paper - diff on change, should be "updating"
protected final LongSet g = new LongOpenHashSet();
protected final LongSet h = new LongOpenHashSet();
protected final Long2ObjectMap<NibbleArray> i = Long2ObjectMaps.synchronize(new Long2ObjectOpenHashMap());
@@ -34,8 +34,8 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
this.l = enumskyblock;
this.m = ilightaccess;
this.f = m0;
- this.e = m0.b();
- this.e.d();
+ this.e_visible = m0.b(); // Paper - avoid copying light data
+ this.e_visible.d(); // Paper - avoid copying light data
}
protected boolean g(long i) {
@@ -44,7 +44,15 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
@Nullable
protected NibbleArray a(long i, boolean flag) {
- return this.a(flag ? this.f : this.e, i);
+ // Paper start - avoid copying light data
+ if (flag) {
+ return this.a(this.f, i);
+ } else {
+ synchronized (this.visibleUpdateLock) {
+ return this.a(this.e_visible, i);
+ }
+ }
+ // Paper end - avoid copying light data
}
@Nullable
@@ -357,10 +365,12 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
protected void e() {
if (!this.g.isEmpty()) {
+ synchronized (this.visibleUpdateLock) { // Paper - avoid copying light data
M m0 = this.f.b();
m0.d();
- this.e = m0;
+ this.e_visible = m0; // Paper - avoid copying light data
+ } // Paper - avoid copying light data
this.g.clear();
}
diff --git a/src/main/java/net/minecraft/server/LightEngineStorageArray.java b/src/main/java/net/minecraft/server/LightEngineStorageArray.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index b978723a66d001f70325df0c7521025e079d7cfa..53199595da71a25710bd1ff8ee2868ee63edc0e1 100644
--- a/src/main/java/net/minecraft/server/LightEngineStorageArray.java
+++ b/src/main/java/net/minecraft/server/LightEngineStorageArray.java
@@ -8,10 +8,23 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
private final long[] b = new long[2];
private final NibbleArray[] c = new NibbleArray[2];
private boolean d;
- protected final Long2ObjectOpenHashMap<NibbleArray> a;
-
- protected LightEngineStorageArray(Long2ObjectOpenHashMap<NibbleArray> long2objectopenhashmap) {
- this.a = long2objectopenhashmap;
+ protected final com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> data; // Paper - avoid copying light data
+ protected final boolean isVisible; // Paper - avoid copying light data
+ java.util.function.Function<Long, NibbleArray> lookup; // Paper - faster branchless lookup
+
+ // Paper start - avoid copying light data
+ protected LightEngineStorageArray(com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> data, boolean isVisible) {
+ if (isVisible) {
+ data.performUpdatesLockMap();
+ }
+ this.data = data;
+ this.isVisible = isVisible;
+ if (isVisible) {
+ lookup = data::getVisibleAsync;
+ } else {
+ lookup = data::getUpdating;
+ }
+ // Paper end - avoid copying light data
this.c();
this.d = true;
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -19,16 +32,17 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
public abstract M b();
public void a(long i) {
- this.a.put(i, ((NibbleArray) this.a.get(i)).b());
+ if (this.isVisible) { throw new IllegalStateException("writing to visible data"); } // Paper - avoid copying light data
+ this.data.queueUpdate(i, ((NibbleArray) this.data.getUpdating(i)).b()); // Paper - avoid copying light data
this.c();
}
public boolean b(long i) {
- return this.a.containsKey(i);
+ return lookup.apply(i) != null; // Paper - avoid copying light data
}
@Nullable
- public NibbleArray c(long i) {
+ public final NibbleArray c(long i) { // Paper - final
if (this.d) {
for (int j = 0; j < 2; ++j) {
if (i == this.b[j]) {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -37,7 +51,7 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
- NibbleArray nibblearray = (NibbleArray) this.a.get(i);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ NibbleArray nibblearray = lookup.apply(i); // Paper - avoid copying light data
if (nibblearray == null) {
return null;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -58,11 +72,13 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
@Nullable
public NibbleArray d(long i) {
- return (NibbleArray) this.a.remove(i);
+ if (this.isVisible) { throw new IllegalStateException("writing to visible data"); } // Paper - avoid copying light data
+ return (NibbleArray) this.data.queueRemove(i); // Paper - avoid copying light data
}
public void a(long i, NibbleArray nibblearray) {
- this.a.put(i, nibblearray);
+ if (this.isVisible) { throw new IllegalStateException("writing to visible data"); } // Paper - avoid copying light data
+ this.data.queueUpdate(i, nibblearray); // Paper - avoid copying light data
}
public void c() {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -70,7 +86,6 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
this.b[i] = Long.MAX_VALUE;
this.c[i] = null;
}
-
}
public void d() {
diff --git a/src/main/java/net/minecraft/server/LightEngineStorageBlock.java b/src/main/java/net/minecraft/server/LightEngineStorageBlock.java
index 0f7f4744d9f9e5174fb38ccc72248397a4b064ea..292d8c742d3be41ba8ad7fb7f1251dc7f790b62b 100644
--- a/src/main/java/net/minecraft/server/LightEngineStorageBlock.java
+++ b/src/main/java/net/minecraft/server/LightEngineStorageBlock.java
@@ -5,7 +5,7 @@ import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
public class LightEngineStorageBlock extends LightEngineStorage<LightEngineStorageBlock.a> {
protected LightEngineStorageBlock(ILightAccess ilightaccess) {
- super(EnumSkyBlock.BLOCK, ilightaccess, new LightEngineStorageBlock.a(new Long2ObjectOpenHashMap()));
+ super(EnumSkyBlock.BLOCK, ilightaccess, new LightEngineStorageBlock.a(new com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<>(), false)); // Paper - avoid copying light data
}
@Override
@@ -18,13 +18,13 @@ public class LightEngineStorageBlock extends LightEngineStorage<LightEngineStora
public static final class a extends LightEngineStorageArray<LightEngineStorageBlock.a> {
- public a(Long2ObjectOpenHashMap<NibbleArray> long2objectopenhashmap) {
- super(long2objectopenhashmap);
+ public a(com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> long2objectopenhashmap, boolean isVisible) { // Paper - avoid copying light data
+ super(long2objectopenhashmap, isVisible); // Paper - avoid copying light data
}
@Override
public LightEngineStorageBlock.a b() {
- return new LightEngineStorageBlock.a(this.a.clone());
+ return new a(this.data, true); // Paper - avoid copying light data
}
}
}
diff --git a/src/main/java/net/minecraft/server/LightEngineStorageSky.java b/src/main/java/net/minecraft/server/LightEngineStorageSky.java
index 75d9065b32731dc635d9d09c48fb9643172381a9..7cec18fcfc311d20beca244c0affe5d6c1849e46 100644
--- a/src/main/java/net/minecraft/server/LightEngineStorageSky.java
+++ b/src/main/java/net/minecraft/server/LightEngineStorageSky.java
@@ -17,15 +17,16 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
private volatile boolean p;
protected LightEngineStorageSky(ILightAccess ilightaccess) {
- super(EnumSkyBlock.SKY, ilightaccess, new LightEngineStorageSky.a(new Long2ObjectOpenHashMap(), new Long2IntOpenHashMap(), Integer.MAX_VALUE));
+ super(EnumSkyBlock.SKY, ilightaccess, new LightEngineStorageSky.a(new com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<>(), new com.destroystokyo.paper.util.map.QueuedChangesMapLong2Int(), Integer.MAX_VALUE, false)); // Paper - avoid copying light data
}
@Override
protected int d(long i) {
long j = SectionPosition.e(i);
int k = SectionPosition.c(j);
- LightEngineStorageSky.a lightenginestoragesky_a = (LightEngineStorageSky.a) this.e;
- int l = lightenginestoragesky_a.c.get(SectionPosition.f(j));
+ synchronized (this.visibleUpdateLock) { // Paper - avoid copying light data
+ LightEngineStorageSky.a lightenginestoragesky_a = (LightEngineStorageSky.a) this.e_visible; // Paper - avoid copying light data - must be after lock acquire
+ int l = lightenginestoragesky_a.otherData.getVisibleAsync(SectionPosition.f(j)); // Paper - avoid copying light data
if (l != lightenginestoragesky_a.b && k < l) {
NibbleArray nibblearray = this.a(lightenginestoragesky_a, j); // Paper - decompile fix
@@ -46,6 +47,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
} else {
return 15;
}
+ } // Paper - avoid copying light data
}
@Override
@@ -54,14 +56,14 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
if (((LightEngineStorageSky.a) this.f).b > j) {
((LightEngineStorageSky.a) this.f).b = j;
- ((LightEngineStorageSky.a) this.f).c.defaultReturnValue(((LightEngineStorageSky.a) this.f).b);
+ ((LightEngineStorageSky.a) this.f).otherData.queueDefaultReturnValue(((LightEngineStorageSky.a) this.f).b); // Paper - avoid copying light data
}
long k = SectionPosition.f(i);
- int l = ((LightEngineStorageSky.a) this.f).c.get(k);
+ int l = ((LightEngineStorageSky.a) this.f).otherData.getUpdating(k); // Paper - avoid copying light data
if (l < j + 1) {
- ((LightEngineStorageSky.a) this.f).c.put(k, j + 1);
+ ((LightEngineStorageSky.a) this.f).otherData.queueUpdate(k, j + 1); // Paper - avoid copying light data
if (this.o.contains(k)) {
this.q(i);
if (l > ((LightEngineStorageSky.a) this.f).b) {
@@ -101,7 +103,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
int k = SectionPosition.c(i);
- if (((LightEngineStorageSky.a) this.f).c.get(j) == k + 1) {
+ if (((LightEngineStorageSky.a) this.f).otherData.getUpdating(j) == k + 1) { // Paper - avoid copying light data
long l;
for (l = i; !this.g(l) && this.a(k); l = SectionPosition.a(l, EnumDirection.DOWN)) {
@@ -109,12 +111,12 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
}
if (this.g(l)) {
- ((LightEngineStorageSky.a) this.f).c.put(j, k + 1);
+ ((LightEngineStorageSky.a) this.f).otherData.queueUpdate(j, k + 1); // Paper - avoid copying light data
if (flag) {
this.q(l);
}
} else {
- ((LightEngineStorageSky.a) this.f).c.remove(j);
+ ((LightEngineStorageSky.a) this.f).otherData.queueRemove(j); // Paper - avoid copying light data
}
}
@@ -128,7 +130,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
protected void b(long i, boolean flag) {
this.d();
if (flag && this.o.add(i)) {
- int j = ((LightEngineStorageSky.a) this.f).c.get(i);
+ int j = ((LightEngineStorageSky.a) this.f).otherData.getUpdating(i); // Paper - avoid copying light data
if (j != ((LightEngineStorageSky.a) this.f).b) {
long k = SectionPosition.b(SectionPosition.b(i), j - 1, SectionPosition.d(i));
@@ -155,7 +157,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
return nibblearray;
} else {
long j = SectionPosition.a(i, EnumDirection.UP);
- int k = ((LightEngineStorageSky.a) this.f).c.get(SectionPosition.f(i));
+ int k = ((LightEngineStorageSky.a) this.f).otherData.getUpdating(SectionPosition.f(i)); // Paper - avoid copying light data
if (k != ((LightEngineStorageSky.a) this.f).b && SectionPosition.c(j) < k) {
NibbleArray nibblearray1;
@@ -298,7 +300,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
if (!this.o.contains(l)) {
return false;
} else {
- int i1 = ((LightEngineStorageSky.a) this.f).c.get(l);
+ int i1 = ((LightEngineStorageSky.a) this.f).otherData.getUpdating(l); // Paper - avoid copying light data
return SectionPosition.c(i1) == j + 16;
}
@@ -307,7 +309,7 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
protected boolean n(long i) {
long j = SectionPosition.f(i);
- int k = ((LightEngineStorageSky.a) this.f).c.get(j);
+ int k = ((LightEngineStorageSky.a) this.f).otherData.getUpdating(j); // Paper - avoid copying light data
return k == ((LightEngineStorageSky.a) this.f).b || SectionPosition.c(i) >= k;
}
@@ -321,18 +323,21 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
public static final class a extends LightEngineStorageArray<LightEngineStorageSky.a> {
private int b;
- private final Long2IntOpenHashMap c;
-
- public a(Long2ObjectOpenHashMap<NibbleArray> long2objectopenhashmap, Long2IntOpenHashMap long2intopenhashmap, int i) {
- super(long2objectopenhashmap);
- this.c = long2intopenhashmap;
- long2intopenhashmap.defaultReturnValue(i);
+ private final com.destroystokyo.paper.util.map.QueuedChangesMapLong2Int otherData; // Paper - avoid copying light data
+
+ // Paper start - avoid copying light data
+ public a(com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> data, com.destroystokyo.paper.util.map.QueuedChangesMapLong2Int otherData, int i, boolean isVisible) {
+ super(data, isVisible);
+ this.otherData = otherData;
+ otherData.queueDefaultReturnValue(i);
+ // Paper end - avoid copying light data
this.b = i;
}
@Override
public LightEngineStorageSky.a b() {
- return new LightEngineStorageSky.a(this.a.clone(), this.c.clone(), this.b);
+ this.otherData.performUpdatesLockMap(); // Paper - avoid copying light data
+ return new LightEngineStorageSky.a(this.data, this.otherData, this.b, true); // Paper - avoid copying light data
}
}
}