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Paper-Old/patches/server/0883-Workaround-for-client-lag-spikes-MC-162253.patch
Jake Potrebic 03a4e7ac75
Updated Upstream (Bukkit/CraftBukkit) (#8832)
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:
37262de8 PR-812: Add Registry#match(String)
d6b40162 SPIGOT-4569: Add more BlockData API
f9691891 PR-809: Throw a more clear error for BlockIterators with zero direction, add Vector#isZero()
91e79e19 PR-804: Added methods to get translation keys for materials, itemstacks and more
426b00d3 PR-795: Add new BiomeParameterPoint passed to BiomeProvider#getBiome
0e91ea52 SPIGOT-7224: Add events for brewing stands and campfires starting their actions

CraftBukkit Changes:
a50301aa5 Fix issues with fluid tag conversion and fluid #isTagged
6aeb5e4c3 SPIGOT-4569: Implement more BlockData API
7dbf862c2 PR-1131: Added methods to get translation keys for materials, itemstacks and more
7167588b1 PR-1117: Add new BiomeParameterPoint passed to BiomeProvider#getBiome
7c44152eb SPIGOT-7224: Add events for brewing stands and campfires starting their actions
2023-02-15 14:10:14 -08:00

115 Zeilen
5.8 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Brokkonaut <hannos17@gmx.de>
Date: Sat, 18 Dec 2021 19:43:36 +0100
Subject: [PATCH] Workaround for client lag spikes (MC-162253)
When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.
This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).
Original patch by: MeFisto94 <MeFisto94@users.noreply.github.com>
Co-authored-by: =?UTF-8?q?Dani=C3=ABl=20Goossens?= <daniel@goossens.ch>
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 7f68b05b4d0789c308b5f90a5d626a633c80191f..2212f9f48636357265d8e44aba415ea4f09f1fe7 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -1363,6 +1363,46 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
}
+ // Paper start - Fix MC-162253
+ /**
+ * Returns the light mask for the given chunk consisting of all non-empty sections that may need sending.
+ */
+ private BitSet lightMask(final LevelChunk chunk) {
+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+ final BitSet mask = new BitSet(this.lightEngine.getLightSectionCount());
+
+ // There are 2 more light sections than chunk sections so when iterating over
+ // sections we have to increment the index by 1
+ for (int i = 0; i < sections.length; i++) {
+ if (!sections[i].hasOnlyAir()) {
+ // Whenever a section is not empty, it can change lighting for the section itself (i + 1), the section below, and the section above
+ mask.set(i);
+ mask.set(i + 1);
+ mask.set(i + 2);
+ i++; // We can skip the already set upper section
+ }
+ }
+ return mask;
+ }
+
+ /**
+ * Returns the ceiling light mask of all sections that are equal or lower to the highest non-empty section.
+ */
+ private BitSet ceilingLightMask(final LevelChunk chunk) {
+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+ for (int i = sections.length - 1; i >= 0; i--) {
+ if (!sections[i].hasOnlyAir()) {
+ // Add one to get the light section, one because blocks in the section above may change, and another because BitSet's toIndex is exclusive
+ final int highest = i + 3;
+ final BitSet mask = new BitSet(highest);
+ mask.set(0, highest);
+ return mask;
+ }
+ }
+ return new BitSet();
+ }
+ // Paper end - Fix MC-162253
+
// Paper start - Anti-Xray - Bypass
private void playerLoadedChunk(ServerPlayer player, MutableObject<java.util.Map<Object, ClientboundLevelChunkWithLightPacket>> cachedDataPackets, LevelChunk chunk) {
if (cachedDataPackets.getValue() == null) {
@@ -1371,6 +1411,45 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Boolean shouldModify = chunk.getLevel().chunkPacketBlockController.shouldModify(player, chunk);
player.trackChunk(chunk.getPos(), (Packet) cachedDataPackets.getValue().computeIfAbsent(shouldModify, (s) -> {
+ // Paper start - Fix MC-162253
+ final int viewDistance = getEffectiveViewDistance();
+ final int playerChunkX = player.getBlockX() >> 4;
+ final int playerChunkZ = player.getBlockZ() >> 4;
+
+ // For all loaded neighbours, send sky light for empty sections above highest non-empty section (+1) of the center chunk
+ // otherwise the client will try to calculate lighting there on its own
+ final BitSet lightMask = lightMask(chunk);
+ if (!lightMask.isEmpty()) {
+ for (int x = -1; x <= 1; x++) {
+ for (int z = -1; z <= 1; z++) {
+ if (x == 0 && z == 0) {
+ continue;
+ }
+
+ if (!chunk.isNeighbourLoaded(x, z)) {
+ continue;
+ }
+
+ final int neighborChunkX = chunk.getPos().x + x;
+ final int neighborChunkZ = chunk.getPos().z + z;
+ final int distX = Math.abs(playerChunkX - neighborChunkX);
+ final int distZ = Math.abs(playerChunkZ - neighborChunkZ);
+ if (Math.max(distX, distZ) > viewDistance) {
+ continue;
+ }
+
+ final LevelChunk neighbor = chunk.getRelativeNeighbourIfLoaded(x, z);
+ final BitSet updateLightMask = (BitSet) lightMask.clone();
+ updateLightMask.andNot(ceilingLightMask(neighbor));
+ if (updateLightMask.isEmpty()) {
+ continue;
+ }
+
+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLightUpdatePacket(new ChunkPos(neighborChunkX, neighborChunkZ), this.lightEngine, updateLightMask, null, true));
+ }
+ }
+ }
+ // Paper end - Fix MC-162253
return new ClientboundLevelChunkWithLightPacket(chunk, this.lightEngine, (BitSet) null, (BitSet) null, true, (Boolean) s);
}));
// Paper end