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Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-11-16 04:50:05 +01:00
Paper/patches/server/0411-Don-t-run-entity-collision-code-if-not-needed.patch
Jason bc127ea819
Updated Upstream (Bukkit/CraftBukkit/Spigot) (#6222)
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:
eec4aab0 SPIGOT-6657: Add getPlayer to SheepDyeWoolEvent
205213c6 SPIGOT-6656: CauldronLevelChangeEvent is not fired correctly when dripstone fills the cauldron

CraftBukkit Changes:
b8c522d5 SPIGOT-6657: Add getPlayer to SheepDyeWoolEvent
f04a77dc SPIGOT-6656: CauldronLevelChangeEvent is not fired correctly when dripstone fills the cauldron
d1dbcebc SPIGOT-6653: Canceling snow bucket placement removes snow from bucket
4f34a67b #891: Fix scheduler task ID overflow and duplication issues

Spigot Changes:
d03d7f12 BUILDTOOLS-604: Rebuild patches
2021-07-18 09:41:53 +02:00

31 Zeilen
1.5 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Wed, 15 Apr 2020 17:56:07 -0700
Subject: [PATCH] Don't run entity collision code if not needed
Will not run if max entity craming is disabled and
the max collisions per entity is less than or equal to 0
diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
index 7caa240343a06a3956a7d75e2ccf16814076a6b4..056a66e0bfe85d57e5c08473f6e30dc2b02224e5 100644
--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
@@ -3262,10 +3262,16 @@ public abstract class LivingEntity extends Entity {
protected void serverAiStep() {}
protected void pushEntities() {
+ // Paper start - don't run getEntities if we're not going to use its result
+ int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
+ if (i <= 0 && level.paperConfig.maxCollisionsPerEntity <= 0) {
+ return;
+ }
+ // Paper end - don't run getEntities if we're not going to use its result
List<Entity> list = this.level.getEntities(this, this.getBoundingBox(), EntitySelector.pushableBy(this));
if (!list.isEmpty()) {
- int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
+ // Paper - move up
int j;
if (i > 0 && list.size() > i - 1 && this.random.nextInt(4) == 0) {