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
From 02f32cef330de0f4b4bb4367e12181195b1aa14f Mon Sep 17 00:00:00 2001
2020-02-12 14:49:53 +01:00
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Mon, 27 Jan 2020 21:28:00 -0800
Subject: [PATCH] Optimise random block ticking
Massive performance improvement for random block ticking.
The performance increase comes from the fact that the vast
majority of attempted block ticks (~95% in my testing) fail
because the randomly selected block is not tickable.
Now only tickable blocks are targeted, however this means that
the maximum number of block ticks occurs per chunk. However,
not all chunks are going to be targeted. The percent chance
of a chunk being targeted is based on how many tickable blocks
are in the chunk.
This means that while block ticks are spread out less, the
total number of blocks ticked per world tick remains the same.
Therefore, the chance of a random tickable block being ticked
remains the same.
diff --git a/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java b/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java
new file mode 100644
2020-04-19 15:07:57 +02:00
index 0000000000..3edc8e52e0
2020-02-12 14:49:53 +01:00
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java
@@ -0,0 +1,46 @@
+package com.destroystokyo.paper.util.math;
+
+import java.util.Random;
+
+public final class ThreadUnsafeRandom extends Random {
+
+ // See javadoc and internal comments for java.util.Random where these values come from, how they are used, and the author for them.
+ private static final long multiplier = 0x5DEECE66DL;
+ private static final long addend = 0xBL;
+ private static final long mask = (1L << 48) - 1;
+
+ private static long initialScramble(long seed) {
+ return (seed ^ multiplier) & mask;
+ }
+
+ private long seed;
+
+ @Override
+ public void setSeed(long seed) {
+ // note: called by Random constructor
+ this.seed = initialScramble(seed);
+ }
+
+ @Override
+ protected int next(int bits) {
+ // avoid the expensive CAS logic used by superclass
+ return (int) (((this.seed = this.seed * multiplier + addend) & mask) >>> (48 - bits));
+ }
+
+ // Taken from
+ // https://lemire.me/blog/2016/06/27/a-fast-alternative-to-the-modulo-reduction/
+ // https://github.com/lemire/Code-used-on-Daniel-Lemire-s-blog/blob/master/2016/06/25/fastrange.c
+ // Original license is public domain
+ public static int fastRandomBounded(final long randomInteger, final long limit) {
+ // randomInteger must be [0, pow(2, 32))
+ // limit must be [0, pow(2, 32))
+ return (int)((randomInteger * limit) >>> 32);
+ }
+
+ @Override
+ public int nextInt(int bound) {
+ // yes this breaks random's spec
+ // however there's nothing that uses this class that relies on it
+ return fastRandomBounded(this.next(32) & 0xFFFFFFFFL, bound);
+ }
+}
diff --git a/src/main/java/net/minecraft/server/Block.java b/src/main/java/net/minecraft/server/Block.java
2020-04-19 15:07:57 +02:00
index e29ec958b3..e40375b67a 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/Block.java
+++ b/src/main/java/net/minecraft/server/Block.java
@@ -109,8 +109,8 @@ public class Block implements IMaterial {
return iblockdata.d(iblockaccess, blockposition, EnumDirection.UP) && this.n < 14;
}
- @Deprecated
- public boolean d(IBlockData iblockdata) {
+ public final boolean isAir(IBlockData iblockdata) { return this.d(iblockdata); } // Paper - OBFHELPER
+ @Deprecated public boolean d(IBlockData iblockdata) { // Paper - OBFHELPER
return false;
}
diff --git a/src/main/java/net/minecraft/server/BlockFluids.java b/src/main/java/net/minecraft/server/BlockFluids.java
2020-04-19 15:07:57 +02:00
index 6d351f0979..a44f65f40d 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/BlockFluids.java
+++ b/src/main/java/net/minecraft/server/BlockFluids.java
@@ -27,7 +27,7 @@ public class BlockFluids extends Block implements IFluidSource {
@Override
public void b(IBlockData iblockdata, WorldServer worldserver, BlockPosition blockposition, Random random) {
- worldserver.getFluid(blockposition).b(worldserver, blockposition, random);
+ iblockdata.getFluid().b(worldserver, blockposition, random); // Paper - avoid getType call
}
@Override
diff --git a/src/main/java/net/minecraft/server/BlockPosition.java b/src/main/java/net/minecraft/server/BlockPosition.java
2020-04-19 15:07:57 +02:00
index e76528f199..e650a2e48d 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/BlockPosition.java
+++ b/src/main/java/net/minecraft/server/BlockPosition.java
@@ -450,6 +450,7 @@ public class BlockPosition extends BaseBlockPosition implements MinecraftSeriali
return this.d(MathHelper.floor(d0), MathHelper.floor(d1), MathHelper.floor(d2));
}
+ public final BlockPosition.MutableBlockPosition setValues(final BaseBlockPosition baseblockposition) { return this.g(baseblockposition); } // Paper - OBFHELPER
public BlockPosition.MutableBlockPosition g(BaseBlockPosition baseblockposition) {
return this.d(baseblockposition.getX(), baseblockposition.getY(), baseblockposition.getZ());
}
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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
index a23dfeb63d..2e3db1a755 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
2020-04-19 15:07:57 +02:00
@@ -572,8 +572,8 @@ public class Chunk implements IChunkAccess {
2020-02-12 14:49:53 +01:00
this.entities.remove(entity); // Paper
}
- @Override
- public int a(HeightMap.Type heightmap_type, int i, int j) {
+ public int getHighestBlockY(HeightMap.Type heightmap_type, int i, int j) { return this.a(heightmap_type, i, j) + 1; } // Paper - sort of an obfhelper, but without -1
+ @Override public int a(HeightMap.Type heightmap_type, int i, int j) { // Paper
return ((HeightMap) this.heightMap.get(heightmap_type)).a(i & 15, j & 15) - 1;
}
diff --git a/src/main/java/net/minecraft/server/ChunkSection.java b/src/main/java/net/minecraft/server/ChunkSection.java
2020-04-19 15:07:57 +02:00
index 4526527aca..3eaf893cdf 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/ChunkSection.java
+++ b/src/main/java/net/minecraft/server/ChunkSection.java
@@ -5,12 +5,15 @@ import javax.annotation.Nullable;
public class ChunkSection {
public static final DataPalette<IBlockData> GLOBAL_PALETTE = new DataPaletteGlobal<>(Block.REGISTRY_ID, Blocks.AIR.getBlockData());
- private final int yPos;
+ final int yPos; // Paper - private -> package-private
short nonEmptyBlockCount; // Paper - private -> package-private
- private short tickingBlockCount;
+ short tickingBlockCount; // Paper - private -> package-private
private short e;
final DataPaletteBlock<IBlockData> blockIds;
+ Chunk chunk; // Paper
+ final com.destroystokyo.paper.util.maplist.IBlockDataList tickingList = new com.destroystokyo.paper.util.maplist.IBlockDataList(); // Paper
+
public ChunkSection(int i) {
// Paper start - add parameters
this(i, (IChunkAccess)null, (IWorldReader)null, true);
@@ -31,6 +34,11 @@ public class ChunkSection {
this.tickingBlockCount = short1;
this.e = short2;
this.blockIds = new DataPaletteBlock<>(ChunkSection.GLOBAL_PALETTE, Block.REGISTRY_ID, GameProfileSerializer::d, GameProfileSerializer::a, Blocks.AIR.getBlockData(), world instanceof GeneratorAccess ? ((GeneratorAccess) world).getMinecraftWorld().chunkPacketBlockController.getPredefinedBlockData(world, chunk, this, initializeBlocks) : null, initializeBlocks); // Paper - Anti-Xray - Add predefined block data
+ // Paper start
+ if (chunk instanceof Chunk) {
+ this.chunk = (Chunk)chunk;
+ }
+ // Paper end
}
public IBlockData getType(int i, int j, int k) {
2020-04-19 15:07:57 +02:00
@@ -69,6 +77,9 @@ public class ChunkSection {
2020-02-12 14:49:53 +01:00
--this.nonEmptyBlockCount;
if (iblockdata1.q()) {
--this.tickingBlockCount;
+ // Paper start
+ this.tickingList.remove(i, j, k);
+ // Paper end
}
}
2020-04-19 15:07:57 +02:00
@@ -80,6 +91,9 @@ public class ChunkSection {
2020-02-12 14:49:53 +01:00
++this.nonEmptyBlockCount;
if (iblockdata.q()) {
++this.tickingBlockCount;
+ // Paper start
+ this.tickingList.add(i, j, k, iblockdata);
+ // Paper end
}
}
2020-04-19 15:07:57 +02:00
@@ -115,23 +129,29 @@ public class ChunkSection {
2020-02-12 14:49:53 +01:00
}
public void recalcBlockCounts() {
+ // Paper start
+ this.tickingList.clear();
+ // Paper end
this.nonEmptyBlockCount = 0;
this.tickingBlockCount = 0;
this.e = 0;
- this.blockIds.a((iblockdata, i) -> {
+ this.blockIds.forEachLocation((iblockdata, location) -> { // Paper
Fluid fluid = iblockdata.getFluid();
if (!iblockdata.isAir()) {
- this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + i);
+ this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + 1); // Paper
if (iblockdata.q()) {
- this.tickingBlockCount = (short) (this.tickingBlockCount + i);
+ this.tickingBlockCount = (short) (this.tickingBlockCount + 1); // Paper
+ // Paper start
+ this.tickingList.add(location, iblockdata);
+ // Paper end
}
}
if (!fluid.isEmpty()) {
- this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + i);
+ this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + 1); // Paper
if (fluid.h()) {
- this.e = (short) (this.e + i);
+ this.e = (short) (this.e + 1); // Paper
}
}
diff --git a/src/main/java/net/minecraft/server/DataBits.java b/src/main/java/net/minecraft/server/DataBits.java
2020-04-19 15:07:57 +02:00
index f9680b6830..a61cffa3f4 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/DataBits.java
+++ b/src/main/java/net/minecraft/server/DataBits.java
@@ -127,4 +127,46 @@ public class DataBits {
}
}
+
+ // Paper start
+ public final void forEach(DataBitConsumer consumer) {
+ // Note: copied from above
+ int i = this.a.length;
+
+ if (i != 0) {
+ int j = 0;
+ long k = this.a[0];
+ long l = i > 1 ? this.a[1] : 0L;
+
+ for (int i1 = 0; i1 < this.d; ++i1) {
+ int j1 = i1 * this.b;
+ int k1 = j1 >> 6;
+ int l1 = (i1 + 1) * this.b - 1 >> 6;
+ int i2 = j1 ^ k1 << 6;
+
+ if (k1 != j) {
+ k = l;
+ l = k1 + 1 < i ? this.a[k1 + 1] : 0L;
+ j = k1;
+ }
+
+ if (k1 == l1) {
+ consumer.accept(i1, (int) (k >>> i2 & this.c));
+ } else {
+ int j2 = 64 - i2;
+
+ consumer.accept(i1, (int) ((k >>> i2 | l << j2) & this.c));
+ }
+ }
+
+ }
+ }
+
+ @FunctionalInterface
+ static interface DataBitConsumer {
+
+ void accept(int location, int data);
+
+ }
+ // Paper end
}
diff --git a/src/main/java/net/minecraft/server/DataPaletteBlock.java b/src/main/java/net/minecraft/server/DataPaletteBlock.java
2020-04-19 15:07:57 +02:00
index 44aed67274..fa664897fb 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/DataPaletteBlock.java
+++ b/src/main/java/net/minecraft/server/DataPaletteBlock.java
@@ -287,6 +287,14 @@ public class DataPaletteBlock<T> implements DataPaletteExpandable<T> {
});
}
+ // Paper start
+ public void forEachLocation(DataPaletteBlock.a<T> datapaletteblock_a) {
+ this.getDataBits().forEach((int location, int data) -> {
+ datapaletteblock_a.accept(this.getDataPalette().getObject(data), location);
+ });
+ }
+ // Paper end
+
@FunctionalInterface
public interface a<T> {
2020-02-27 09:42:48 +01:00
diff --git a/src/main/java/net/minecraft/server/EntityTurtle.java b/src/main/java/net/minecraft/server/EntityTurtle.java
2020-04-19 15:07:57 +02:00
index dd02cb3485..b24a5100b4 100644
2020-02-27 09:42:48 +01:00
--- a/src/main/java/net/minecraft/server/EntityTurtle.java
+++ b/src/main/java/net/minecraft/server/EntityTurtle.java
@@ -29,7 +29,7 @@ public class EntityTurtle extends EntityAnimal {
public final void setHome(BlockPosition pos) { g(pos); } // Paper - OBFHELPER
public void g(BlockPosition blockposition) {
- this.datawatcher.set(EntityTurtle.bx, blockposition);
+ this.datawatcher.set(EntityTurtle.bx, blockposition.immutableCopy()); // Paper - make sure home position can't change
}
public final BlockPosition getHome() { return this.es(); } // Paper - OBFHELPER
2020-02-12 14:49:53 +01:00
diff --git a/src/main/java/net/minecraft/server/IBlockData.java b/src/main/java/net/minecraft/server/IBlockData.java
2020-04-19 15:07:57 +02:00
index de43881653..e821c236b4 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/IBlockData.java
+++ b/src/main/java/net/minecraft/server/IBlockData.java
@@ -22,11 +22,15 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
private IBlockData.a c;
private final int d;
private final boolean e;
+ private final boolean isAir; // Paper
+ private final boolean isTicking; // Paper
public IBlockData(Block block, ImmutableMap<IBlockState<?>, Comparable<?>> immutablemap) {
super(block, immutablemap);
this.d = block.a(this);
this.e = block.o(this);
+ this.isAir = this.getBlock().isAir(this); // Paper
+ this.isTicking = this.getBlock().isTicking(this); // Paper
}
public void c() {
@@ -81,8 +85,8 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
return this.d;
}
- public boolean isAir() {
- return this.getBlock().d(this);
+ public final boolean isAir() { // Paper - compile fail if the impl changes
+ return this.isAir; // Paper - improve inlining of isAir
}
public MaterialMapColor c(IBlockAccess iblockaccess, BlockPosition blockposition) {
@@ -267,12 +271,19 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
return this.getBlock().a(tag);
}
+ private Fluid fluidData; // Paper - cache result
public Fluid getFluid() {
- return this.getBlock().a_(this);
+ // Paper start
+ // This can't be done during the constructor, order issues
+ if (this.fluidData != null) {
+ return this.fluidData;
+ }
+ return this.fluidData = this.getBlock().a_(this);
+ // Paper end
}
public boolean q() {
- return this.getBlock().isTicking(this);
+ return this.isTicking; // Paper
}
public final SoundEffectType getStepSound() { return this.r(); } // Paper - OBFHELPER
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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
index 0c23fc89d7..de9f49b884 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
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
@@ -1563,10 +1563,19 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
2020-02-12 14:49:53 +01:00
public abstract TagRegistry t();
public BlockPosition a(int i, int j, int k, int l) {
+ // Paper start - allow use of mutable pos
+ BlockPosition.MutableBlockPosition ret = new BlockPosition.MutableBlockPosition();
+ this.getRandomBlockPosition(i, j, k, l, ret);
+ return ret.immutableCopy();
+ }
+
+ public final BlockPosition.MutableBlockPosition getRandomBlockPosition(int i, int j, int k, int l, BlockPosition.MutableBlockPosition out) {
+ // Paper end
this.i = this.i * 3 + 1013904223;
int i1 = this.i >> 2;
- return new BlockPosition(i + (i1 & 15), j + (i1 >> 16 & l), k + (i1 >> 8 & 15));
+ out.setValues(i + (i1 & 15), j + (i1 >> 16 & l), k + (i1 >> 8 & 15)); // Paper - change to setValues call
+ return out; // Paper
}
public boolean isSavingDisabled() {
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
2020-04-19 15:07:57 +02:00
index 62fabb7ad5..9a2b4fa7a2 100644
2020-02-12 14:49:53 +01:00
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
2020-04-19 15:07:57 +02:00
@@ -531,7 +531,12 @@ public class WorldServer extends World {
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});
}
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- public void a(Chunk chunk, int i) {
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+ // Paper start - optimise random block ticking
+ private final BlockPosition.MutableBlockPosition chunkTickMutablePosition = new BlockPosition.MutableBlockPosition();
+ private final com.destroystokyo.paper.util.math.ThreadUnsafeRandom randomTickRandom = new com.destroystokyo.paper.util.math.ThreadUnsafeRandom();
+ // Paper end
+
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+ public void a(Chunk chunk, int i) { final int randomTickSpeed = i; // Paper
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ChunkCoordIntPair chunkcoordintpair = chunk.getPos();
boolean flag = this.isRaining();
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int j = chunkcoordintpair.d();
2020-03-19 07:03:32 +01:00
@@ -539,10 +544,10 @@ public class WorldServer extends World {
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GameProfilerFiller gameprofilerfiller = this.getMethodProfiler();
gameprofilerfiller.enter("thunder");
- BlockPosition blockposition;
+ final BlockPosition.MutableBlockPosition blockposition = this.chunkTickMutablePosition; // Paper - use mutable to reduce allocation rate, final to force compile fail on change
- if (!this.paperConfig.disableThunder && flag && this.U() && this.random.nextInt(100000) == 0) { // Paper - Disable thunder
- blockposition = this.a(this.a(j, 0, k, 15));
+ if (!this.paperConfig.disableThunder && flag && this.U() && this.randomTickRandom.nextInt(100000) == 0) { // Paper - Disable thunder // Paper - optimise random ticking
+ blockposition.setValues(this.a(this.getRandomBlockPosition(j, 0, k, 15, blockposition))); // Paper
if (this.isRainingAt(blockposition)) {
DifficultyDamageScaler difficultydamagescaler = this.getDamageScaler(blockposition);
boolean flag1 = this.getGameRules().getBoolean(GameRules.DO_MOB_SPAWNING) && this.random.nextDouble() < (double) difficultydamagescaler.b() * paperConfig.skeleHorseSpawnChance; // Paper
2020-04-19 15:07:57 +02:00
@@ -561,61 +566,79 @@ public class WorldServer extends World {
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}
gameprofilerfiller.exitEnter("iceandsnow");
- if (!this.paperConfig.disableIceAndSnow && this.random.nextInt(16) == 0) { // Paper - Disable ice and snow
- blockposition = this.getHighestBlockYAt(HeightMap.Type.MOTION_BLOCKING, this.a(j, 0, k, 15));
- BlockPosition blockposition1 = blockposition.down();
+ if (!this.paperConfig.disableIceAndSnow && this.randomTickRandom.nextInt(16) == 0) { // Paper - Disable ice and snow // Paper - optimise random ticking
+ // Paper start - optimise chunk ticking
+ this.getRandomBlockPosition(j, 0, k, 15, blockposition);
+ int normalY = chunk.getHighestBlockY(HeightMap.Type.MOTION_BLOCKING, blockposition.getX() & 15, blockposition.getZ() & 15);
+ int downY = normalY - 1;
+ blockposition.setY(normalY);
+ // Paper end
BiomeBase biomebase = this.getBiome(blockposition);
- if (biomebase.a((IWorldReader) this, blockposition1)) {
- org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition1, Blocks.ICE.getBlockData(), null); // CraftBukkit
+ // Paper start - optimise chunk ticking
+ blockposition.setY(downY);
+ if (biomebase.a((IWorldReader) this, blockposition)) {
+ org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition, Blocks.ICE.getBlockData(), null); // CraftBukkit
+ // Paper end
}
+ blockposition.setY(normalY); // Paper
if (flag && biomebase.b(this, blockposition)) {
org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition, Blocks.SNOW.getBlockData(), null); // CraftBukkit
}
- if (flag && this.getBiome(blockposition1).d() == BiomeBase.Precipitation.RAIN) {
- this.getType(blockposition1).getBlock().c((World) this, blockposition1);
+ // Paper start - optimise chunk ticking
+ blockposition.setY(downY);
+ if (flag && this.getBiome(blockposition).d() == BiomeBase.Precipitation.RAIN) {
+ chunk.getType(blockposition).getBlock().c((World) this, blockposition);
+ // Paper end
}
}
- gameprofilerfiller.exitEnter("tickBlocks");
- timings.chunkTicksBlocks.startTiming(); // Paper
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+ // Paper start - optimise random block ticking
+ gameprofilerfiller.exit();
if (i > 0) {
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- ChunkSection[] achunksection = chunk.getSections();
- int l = achunksection.length;
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+ gameprofilerfiller.enter("randomTick");
+ timings.chunkTicksBlocks.startTiming(); // Paper
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- for (int i1 = 0; i1 < l; ++i1) {
- ChunkSection chunksection = achunksection[i1];
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+ ChunkSection[] sections = chunk.getSections();
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- if (chunksection != Chunk.a && chunksection.d()) {
- int j1 = chunksection.getYPosition();
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+ for (int sectionIndex = 0; sectionIndex < 16; ++sectionIndex) {
+ ChunkSection section = sections[sectionIndex];
+ if (section == null || section.tickingList.size() == 0) {
+ continue;
+ }
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- for (int k1 = 0; k1 < i; ++k1) {
- BlockPosition blockposition2 = this.a(j, j1, k, 15);
2020-04-19 15:07:57 +02:00
+ int yPos = sectionIndex << 4;
2020-02-12 14:49:53 +01:00
- gameprofilerfiller.enter("randomTick");
- IBlockData iblockdata = chunksection.getType(blockposition2.getX() - j, blockposition2.getY() - j1, blockposition2.getZ() - k);
2020-04-19 15:07:57 +02:00
+ for (int a = 0; a < randomTickSpeed; ++a) {
+ int tickingBlocks = section.tickingList.size();
+ int index = this.randomTickRandom.nextInt(16 * 16 * 16);
+ if (index >= tickingBlocks) {
+ continue;
+ }
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- if (iblockdata.q()) {
- iblockdata.getBlock().randomTick = true; // Paper - fix MC-113809
- iblockdata.b(this, blockposition2, this.random);
- iblockdata.getBlock().randomTick = false; // Paper - fix MC-113809
- }
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+ long raw = section.tickingList.getRaw(index);
+ int location = com.destroystokyo.paper.util.maplist.IBlockDataList.getLocationFromRaw(raw);
+ int randomX = location & 15;
+ int randomY = ((location >>> (4 + 4)) & 255) | yPos;
+ int randomZ = (location >>> 4) & 15;
2020-02-12 14:49:53 +01:00
- Fluid fluid = iblockdata.getFluid();
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+ BlockPosition blockposition2 = blockposition.setValues(j + randomX, randomY, k + randomZ);
+ IBlockData iblockdata = com.destroystokyo.paper.util.maplist.IBlockDataList.getBlockDataFromRaw(raw);
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- if (fluid.h()) {
- fluid.b(this, blockposition2, this.random);
- }
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+ iblockdata.getBlock().randomTick = true; // Paper - fix MC-113809
+ iblockdata.b(this, blockposition2, this.randomTickRandom);
+ iblockdata.getBlock().randomTick = false; // Paper - fix MC-113809
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- gameprofilerfiller.exit();
- }
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+ // We drop the fluid tick since LAVA is ALREADY TICKED by the above method.
+ // TODO CHECK ON UPDATE
}
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}
+ gameprofilerfiller.exit();
+ timings.chunkTicksBlocks.stopTiming(); // Paper
+ // Paper end
}
- timings.chunkTicksBlocks.stopTiming(); // Paper
- gameprofilerfiller.exit();
}
protected BlockPosition a(BlockPosition blockposition) {
--
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
2.26.2
2020-02-12 14:49:53 +01:00