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Paper-Old/Spigot-Server-Patches/0401-Tracking-Range-Improvements.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: kickash32 <kickash32@gmail.com>
Date: Sat, 21 Dec 2019 15:22:09 -0500
Subject: [PATCH] Tracking Range Improvements
Sets tracking range of watermobs to animals instead of misc and simplifies code
Also ignores Enderdragon, defaulting it to Mojang's setting
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index a167696d2fc3cb69b9eaa720c5904762e073008b..74df45e6c3f86736f7d136cf6fd911d5b574221d 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -1740,6 +1740,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
while (iterator.hasNext()) {
Entity entity = (Entity) iterator.next();
int j = entity.getEntityType().getChunkRange() * 16;
+ j = org.spigotmc.TrackingRange.getEntityTrackingRange(entity, j); // Paper
if (j > i) {
i = j;
diff --git a/src/main/java/org/spigotmc/TrackingRange.java b/src/main/java/org/spigotmc/TrackingRange.java
index 6f8e6c1d079f82d7706d0b4f710bfb9b50e209d9..03990231a8b6bc6925f054e9033825316abfafcc 100644
--- a/src/main/java/org/spigotmc/TrackingRange.java
+++ b/src/main/java/org/spigotmc/TrackingRange.java
@@ -1,6 +1,8 @@
package org.spigotmc;
import net.minecraft.server.Entity;
+import net.minecraft.server.EntityEnderDragon; // Paper
+import net.minecraft.server.WorldServer; // Paper
import net.minecraft.server.EntityExperienceOrb;
import net.minecraft.server.EntityGhast;
import net.minecraft.server.EntityItem;
@@ -25,26 +27,26 @@ public class TrackingRange
if ( entity instanceof EntityPlayer )
{
return config.playerTrackingRange;
- } else if ( entity.activationType == ActivationRange.ActivationType.MONSTER || entity.activationType == ActivationRange.ActivationType.RAIDER )
- {
- return config.monsterTrackingRange;
- } else if ( entity instanceof EntityGhast )
- {
- if ( config.monsterTrackingRange > config.monsterActivationRange )
- {
+ // Paper start - Simplify and set water mobs to animal tracking range
+ }
+ switch (entity.activationType) {
+ case RAIDER:
+ case MONSTER:
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 06:34:51 +02:00
+ case FLYING_MONSTER:
return config.monsterTrackingRange;
- } else
- {
- return config.monsterActivationRange;
- }
- } else if ( entity.activationType == ActivationRange.ActivationType.ANIMAL )
- {
- return config.animalTrackingRange;
- } else if ( entity instanceof EntityItemFrame || entity instanceof EntityPainting || entity instanceof EntityItem || entity instanceof EntityExperienceOrb )
+ case WATER:
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 06:34:51 +02:00
+ case VILLAGER:
+ case ANIMAL:
+ return config.animalTrackingRange;
+ case MISC:
+ }
+ if ( entity instanceof EntityItemFrame || entity instanceof EntityPainting || entity instanceof EntityItem || entity instanceof EntityExperienceOrb )
+ // Paper end
{
return config.miscTrackingRange;
} else
{
+ if (entity instanceof EntityEnderDragon) return ((WorldServer)(entity.getWorld())).getChunkProvider().playerChunkMap.getLoadViewDistance(); // Paper - enderdragon is exempt
return config.otherTrackingRange;
}
}