From f6d2192e47570cffa14bbbdab869f0b5b6b64480 Mon Sep 17 00:00:00 2001 From: Aikar <aikar@aikar.co> Date: Thu, 2 Apr 2020 02:37:57 -0400 Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks Try to use a faster chunk lookup for collision detection, and only fall back to the original for nearby chunks. The collision code takes an AABB and generates a cuboid of checks rather than a cylinder, so at high velocity this can generate a lot of chunk checks. diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java index f851ed11df..d154487294 100644 --- a/src/main/java/net/minecraft/server/ICollisionAccess.java +++ b/src/main/java/net/minecraft/server/ICollisionAccess.java @@ -83,15 +83,19 @@ public interface ICollisionAccess extends IBlockAccess { } while (cursorposition.a()) { - int k1 = cursorposition.b(); - int l1 = cursorposition.c(); - int i2 = cursorposition.d(); + int k1 = cursorposition.b();int x = k1; // Paper + int l1 = cursorposition.c();int y = l1; // Paper + int i2 = cursorposition.d();int z = i2; // Paper int j2 = cursorposition.e(); if (j2 != 3) { int k2 = k1 >> 4; int l2 = i2 >> 4; - IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2); + // Paper start - ensure we don't load chunks + boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32; + IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null; + if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2); + // Paper end if (iblockaccess != null) { blockposition_mutableblockposition.d(k1, l1, i2); -- 2.25.1