Paper/Spigot-Server-Patches/0071-Optimize-isValidLocation-getType-and-getBlockData-fo.patch

207 Zeilen
10 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2019-04-27 05:05:36 +02:00
From: Aikar <aikar@aikar.co>
Date: Thu, 3 Mar 2016 02:07:55 -0600
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
Subject: [PATCH] Optimize isValidLocation, getType and getBlockData for
inlining
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Hot methods, so reduce # of instructions for the method.
Move is valid location test to the BlockPosition class so that it can access local variables.
Replace all calls to the new place to the unnecessary forward.
Optimize getType and getBlockData to manually inline and optimize the calls
diff --git a/src/main/java/net/minecraft/core/BaseBlockPosition.java b/src/main/java/net/minecraft/core/BaseBlockPosition.java
index 25fdd55a7548cfaa45a541ad77f22f33c33e7471..4b56683336fdab06804efdc8ca1f7c130b77291f 100644
--- a/src/main/java/net/minecraft/core/BaseBlockPosition.java
+++ b/src/main/java/net/minecraft/core/BaseBlockPosition.java
@@ -22,6 +22,15 @@ public class BaseBlockPosition implements Comparable<BaseBlockPosition> {
private int b;public final void setY(final int y) { this.b = y; } // Paper - OBFHELPER
private int e;public final void setZ(final int z) { this.e = z; } // Paper - OBFHELPER
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+ // Paper start
+ public boolean isValidLocation() {
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+ return getX() >= -30000000 && getZ() >= -30000000 && getX() < 30000000 && getZ() < 30000000 && getY() >= 0 && getY() < 256;
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+ }
+ public boolean isInvalidYLocation() {
+ return b < 0 || b >= 256;
+ }
+ // Paper end
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+
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public BaseBlockPosition(int i, int j, int k) {
this.a = i;
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this.b = j;
diff --git a/src/main/java/net/minecraft/world/level/World.java b/src/main/java/net/minecraft/world/level/World.java
index 067f5e46ad2f28ab119db77b19c4897bed9b3d80..07b5ff3ae319776bc1d85d113007a9afbad1c29a 100644
--- a/src/main/java/net/minecraft/world/level/World.java
+++ b/src/main/java/net/minecraft/world/level/World.java
@@ -239,7 +239,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
}
public static boolean isValidLocation(BlockPosition blockposition) {
- return !isOutsideWorld(blockposition) && D(blockposition);
+ return blockposition.isValidLocation(); // Paper - use better/optimized check
}
public static boolean l(BlockPosition blockposition) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/Chunk.java b/src/main/java/net/minecraft/world/level/chunk/Chunk.java
index 4f86aa618ab0b497b1ad46cc9a4443c6874d388b..ace0566626338f02cbfcc8b40d29dc6a66ede58d 100644
--- a/src/main/java/net/minecraft/world/level/chunk/Chunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/Chunk.java
@@ -346,12 +346,27 @@ public class Chunk implements IChunkAccess {
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return this.sections;
}
- @Override
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+ // Paper start - Optimize getBlockData to reduce instructions
+ public final IBlockData getBlockData(BlockPosition pos) { return getBlockData(pos.getX(), pos.getY(), pos.getZ()); } // Paper
public IBlockData getType(BlockPosition blockposition) {
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- int i = blockposition.getX();
- int j = blockposition.getY();
- int k = blockposition.getZ();
+ return this.getBlockData(blockposition.getX(), blockposition.getY(), blockposition.getZ());
+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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+
+ public IBlockData getType(final int x, final int y, final int z) {
+ return getBlockData(x, y, z);
+ }
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+ public final IBlockData getBlockData(final int x, final int y, final int z) {
+ // Method body / logic copied from below
+ final int i = y >> 4;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ if (y < 0 || i >= this.sections.length || this.sections[i] == null || this.sections[i].nonEmptyBlockCount == 0) {
+ return Blocks.AIR.getBlockData();
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+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Inlined ChunkSection.getType() and DataPaletteBlock.a(int,int,int)
+ return this.sections[i].blockIds.a((y & 15) << 8 | (z & 15) << 4 | x & 15);
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+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
2019-04-27 05:05:36 +02:00
+ public IBlockData getBlockData_unused(int i, int j, int k) {
+ // Paper end
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if (this.world.isDebugWorld()) {
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IBlockData iblockdata = null;
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkEmpty.java b/src/main/java/net/minecraft/world/level/chunk/ChunkEmpty.java
index 395d21afaabcbd99f9ce0551d647f5db9507a518..89efd0b68b04457e1cd617dcc8bb1a6ea1c4717c 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ChunkEmpty.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkEmpty.java
@@ -23,7 +23,7 @@ import net.minecraft.world.phys.AxisAlignedBB;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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public class ChunkEmpty extends Chunk {
- private static final BiomeBase[] b = (BiomeBase[]) SystemUtils.a((Object) (new BiomeBase[BiomeStorage.a]), (abiomebase) -> {
+ private static final BiomeBase[] b = SystemUtils.a((new BiomeBase[BiomeStorage.a]), (abiomebase) -> { // Paper - decompile error
Arrays.fill(abiomebase, BiomeRegistry.a);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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});
@@ -31,6 +31,11 @@ public class ChunkEmpty extends Chunk {
super(world, chunkcoordintpair, new BiomeStorage(world.r().b(IRegistry.ay), ChunkEmpty.b));
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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}
+ // Paper start
+ @Override public IBlockData getType(int x, int y, int z) {
+ return Blocks.VOID_AIR.getBlockData();
+ }
+ // Paper end
@Override
public IBlockData getType(BlockPosition blockposition) {
return Blocks.VOID_AIR.getBlockData();
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkSection.java b/src/main/java/net/minecraft/world/level/chunk/ChunkSection.java
index a4e2eb1a753e8fcb48982d78fe80e505bce5c476..eea4a30428293eaf7afbe303a37adec60b44c2b4 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ChunkSection.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkSection.java
@@ -13,10 +13,10 @@ public class ChunkSection {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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public static final DataPalette<IBlockData> GLOBAL_PALETTE = new DataPaletteGlobal<>(Block.REGISTRY_ID, Blocks.AIR.getBlockData());
private final int yPos;
- private short nonEmptyBlockCount;
+ short nonEmptyBlockCount; // Paper - package-private
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private short tickingBlockCount;
private short e;
- private final DataPaletteBlock<IBlockData> blockIds;
+ final DataPaletteBlock<IBlockData> blockIds; // Paper - package-private
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public ChunkSection(int i) {
this(i, (short) 0, (short) 0, (short) 0);
@@ -30,8 +30,8 @@ public class ChunkSection {
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this.blockIds = new DataPaletteBlock<>(ChunkSection.GLOBAL_PALETTE, Block.REGISTRY_ID, GameProfileSerializer::c, GameProfileSerializer::a, Blocks.AIR.getBlockData());
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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}
- public IBlockData getType(int i, int j, int k) {
- return (IBlockData) this.blockIds.a(i, j, k);
+ public final IBlockData getType(int i, int j, int k) { // Paper
+ return this.blockIds.a(j << 8 | k << 4 | i); // Paper - inline
}
public Fluid b(int i, int j, int k) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/DataPaletteBlock.java b/src/main/java/net/minecraft/world/level/chunk/DataPaletteBlock.java
index e397b871b846c3a90bc75d0e1cf0683b6a3d0ca9..8928157b01bb4f0dfe043732777b33708c23cda7 100644
--- a/src/main/java/net/minecraft/world/level/chunk/DataPaletteBlock.java
+++ b/src/main/java/net/minecraft/world/level/chunk/DataPaletteBlock.java
@@ -133,7 +133,7 @@ public class DataPaletteBlock<T> implements DataPaletteExpandable<T> {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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}
public T a(int i, int j, int k) {
- return this.a(b(i, j, k));
+ return this.a(j << 8 | k << 4 | i); // Paper - inline
}
protected T a(int i) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/IChunkAccess.java b/src/main/java/net/minecraft/world/level/chunk/IChunkAccess.java
index 2cd04abd72f1135446182ad6294003e526f99a4b..e570dc58efa56bd0aa5ada5575b4054ee38d505e 100644
--- a/src/main/java/net/minecraft/world/level/chunk/IChunkAccess.java
+++ b/src/main/java/net/minecraft/world/level/chunk/IChunkAccess.java
@@ -25,6 +25,7 @@ import org.apache.logging.log4j.LogManager;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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public interface IChunkAccess extends IBlockAccess, IStructureAccess {
+ IBlockData getType(final int x, final int y, final int z); // Paper
@Nullable
IBlockData setType(BlockPosition blockposition, IBlockData iblockdata, boolean flag);
diff --git a/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java b/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
index 7572ca53a5cca8ca5085d18c24048b85dda4daa9..9eeb99a21a6ed7f71ff64cf4cfdff646d31abbcf 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
@@ -113,16 +113,18 @@ public class ProtoChunk implements IChunkAccess {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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@Override
public IBlockData getType(BlockPosition blockposition) {
- int i = blockposition.getY();
-
- if (World.b(i)) {
+ return getType(blockposition.getX(), blockposition.getY(), blockposition.getZ());
+ }
+ // Paper start
+ public IBlockData getType(final int x, final int y, final int z) {
+ if (y < 0 || y >= 256) {
return Blocks.VOID_AIR.getBlockData();
} else {
- ChunkSection chunksection = this.getSections()[i >> 4];
-
- return ChunkSection.a(chunksection) ? Blocks.AIR.getBlockData() : chunksection.getType(blockposition.getX() & 15, i & 15, blockposition.getZ() & 15);
+ ChunkSection chunksection = this.getSections()[y >> 4];
+ return chunksection == Chunk.EMPTY_CHUNK_SECTION || chunksection.c() ? Blocks.AIR.getBlockData() : chunksection.getType(x & 15, y & 15, z & 15);
}
}
+ // Paper end
@Override
public Fluid getFluid(BlockPosition blockposition) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/ProtoChunkExtension.java b/src/main/java/net/minecraft/world/level/chunk/ProtoChunkExtension.java
index c059d3d055c35b492680556e8605966e2caaf7fd..9351e6ba541d440c485b6e4a3209170c5756e31e 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ProtoChunkExtension.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ProtoChunkExtension.java
@@ -42,6 +42,11 @@ public class ProtoChunkExtension extends ProtoChunk {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public IBlockData getType(BlockPosition blockposition) {
return this.a.getType(blockposition);
}
+ // Paper start
+ public final IBlockData getType(final int x, final int y, final int z) {
+ return this.a.getBlockData(x, y, z);
+ }
+ // Paper end
@Override
public Fluid getFluid(BlockPosition blockposition) {