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Spigot still maintains some partial implementation of "tick skipping", a practice in which the MinecraftServer.currentTick field is updated not by an increment of one per actual tick, but instead set to System.currentTimeMillis() / 50. This behaviour means that the tracked tick may "skip" a tick value in case a previous tick took more than the expected 50ms. To compensate for this in important paths, spigot/craftbukkit implements "wall-time". Instead of incrementing/decrementing ticks on block entities/entities by one for each call to their tick() method, they instead increment/decrement important values, like an ItemEntity's age or pickupDelay, by the difference of `currentTick - lastTick`, where `lastTick` is the value of `currentTick` during the last tick() call. These "fixes" however do not play nicely with minecraft's simulation distance as entities/block entities implementing the above behaviour would "catch up" their values when moving from a non-ticking chunk to a ticking one as their `lastTick` value remains stuck on the last tick in a ticking chunk and hence lead to a large "catch up" once ticked again. Paper completely removes the "tick skipping" behaviour (See patch "Further-improve-server-tick-loop"), making the above precautions completely unnecessary, which also rids paper of the previous described incompatibility with non-ticking chunks.
20 Zeilen
1.2 KiB
Diff
20 Zeilen
1.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: BrodyBeckwith <brody@beckwith.dev>
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Date: Tue, 14 Jan 2020 17:49:03 -0500
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Subject: [PATCH] Optimize call to getFluid for explosions
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diff --git a/src/main/java/net/minecraft/world/level/Explosion.java b/src/main/java/net/minecraft/world/level/Explosion.java
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index b216140a8be65e210250358af8daf49344850f20..8bbc5025f202be784db78401154038f1f70f0163 100644
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--- a/src/main/java/net/minecraft/world/level/Explosion.java
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+++ b/src/main/java/net/minecraft/world/level/Explosion.java
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@@ -193,7 +193,7 @@ public class Explosion {
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for (float f1 = 0.3F; f > 0.0F; f -= 0.22500001F) {
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BlockPos blockposition = BlockPos.containing(d4, d5, d6);
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BlockState iblockdata = this.level.getBlockState(blockposition);
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- FluidState fluid = this.level.getFluidState(blockposition);
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+ FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: Optimize call to getFluid for explosions
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if (!this.level.isInWorldBounds(blockposition)) {
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break;
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