2020-05-06 11:48:49 +02:00
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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2020-04-02 08:42:24 +02:00
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 02:37:57 -0400
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Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks
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Try to use a faster chunk lookup for collision detection, and only
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fall back to the original for nearby chunks.
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The collision code takes an AABB and generates a cuboid of checks rather
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than a cylinder, so at high velocity this can generate a lot of chunk checks.
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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2020-05-06 11:48:49 +02:00
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index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..d154487294b89d5a316929ed665c75d4dd3cfc6b 100644
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2020-04-02 08:42:24 +02:00
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -83,15 +83,19 @@ public interface ICollisionAccess extends IBlockAccess {
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}
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while (cursorposition.a()) {
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- int k1 = cursorposition.b();
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- int l1 = cursorposition.c();
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- int i2 = cursorposition.d();
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+ int k1 = cursorposition.b();int x = k1; // Paper
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+ int l1 = cursorposition.c();int y = l1; // Paper
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+ int i2 = cursorposition.d();int z = i2; // Paper
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int j2 = cursorposition.e();
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if (j2 != 3) {
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int k2 = k1 >> 4;
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int l2 = i2 >> 4;
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- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
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2020-04-02 23:07:06 +02:00
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+ // Paper start - ensure we don't load chunks
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2020-04-02 08:42:24 +02:00
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+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
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+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
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+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
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+ // Paper end
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if (iblockaccess != null) {
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blockposition_mutableblockposition.d(k1, l1, i2);
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