From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Brokkonaut 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 Co-authored-by: =?UTF-8?q?Dani=C3=ABl=20Goossens?= Co-authored-by: Nassim Jahnke diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644 --- a/src/main/java/net/minecraft/server/level/ChunkMap.java +++ b/src/main/java/net/minecraft/server/level/ChunkMap.java @@ -0,0 +0,0 @@ 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> cachedDataPackets, LevelChunk chunk) { if (cachedDataPackets.getValue() == null) { @@ -0,0 +0,0 @@ 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