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Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: cc9aa21a SPIGOT-6399, SPIGOT-7344: Clarify collidable behavior for player entities f23325b6 Add API for per-world simulation distances 26e1774e Add API for per-world view distances 0b541e60 Add PlayerLoginEvent#getRealAddress 5f027d2d PR-949: Add Vector#fromJOML() overloads for read-only vector types CraftBukkit Changes: bcf56171a PR-1321: Clean up some stuff which got missed during previous PRs 7f833a2d1 SPIGOT-7462: Players no longer drop XP after dying near a Sculk Catalyst 752aac669 Implement APIs for per world view and simulation distances 57d7ef433 Preserve empty enchantment tags for glow effect 465ec3fb4 Remove connected check on setScoreboard f90ce621e Use one PermissibleBase for all command blocks 5876cca44 SPIGOT-7550: Fix creation of Arrow instances f03fc3aa3 SPIGOT-7549: ServerTickManager#setTickRate incorrect Precondition 9d7f49b01 SPIGOT-7548: Fix wrong spawn location for experience orb and dropped item Spigot Changes: ed9ba9a4 Drop no longer required patch ignoring -o option 86b5dd6a SPIGOT-7546: Fix hardcoded check for outdated client message aa7cde7a Remove obsolete APIs for per world view and simulation distances 6dff577e Remove obsolete patch preserving empty `ench` tags a3bf95b8 Remove obsolete PlayerLoginEvent#getRealAddress 1b02f5d6 Remove obsolete connected check on setScoreboard patch acf717eb Remove obsolete command block PermissibleBase patch 053fa2a9 Remove redundant patch dealing with null tile entities
38 Zeilen
1.9 KiB
Diff
38 Zeilen
1.9 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Mon, 15 May 2023 20:25:26 -0700
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Subject: [PATCH] Optimise recalcBlockCounts() for empty sections
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In 1.18, every chunk section is initialised to a non-null value
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and recalcBlockCounts() is invoked for each section.
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However, in a standard world, most sections are empty. In such cases,
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recalcBlockCounts() would iterate over ever position - even though
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the block data would all be air. To avoid this, we skip
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searching the section unless the palette indicates there _could_ be
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a non-air block state or non-empty fluid state.
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Chunk loading initially showed that recalcBlockCounts() over
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sections with a ZeroBitStorage data to to take ~20% of the process,
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now it takes <1%.
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diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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index b39fea80fcb83873b7e7085eaaf935e712f0ede7..f0de72afad4bb571153436399386a6a8a70582a6 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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@@ -144,6 +144,7 @@ public class LevelChunkSection {
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this.nonEmptyBlockCount = 0;
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this.tickingBlockCount = 0;
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this.tickingFluidCount = 0;
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+ if (this.maybeHas((BlockState state) -> !state.isAir() || !state.getFluidState().isEmpty())) { // Paper - do not run forEachLocation on clearly empty sections
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this.states.forEachLocation((BlockState iblockdata, int i) -> {
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FluidState fluid = iblockdata.getFluidState();
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@@ -169,6 +170,7 @@ public class LevelChunkSection {
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// Paper end - optimise collisions
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});
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+ } // Paper - do not run forEachLocation on clearly empty sections
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// Paper end
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}
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