1.19: the position vectors aren't the same for all entities here. Can maybe just handle them differently I think only Paintings are different Part of this patch was merged, see the same name diff --git a/src/main/java/net/minecraft/server/level/ServerEntity.java b/src/main/java/net/minecraft/server/level/ServerEntity.java index 5e3f489964489e0facc93a823a1cb84b4c8abce7..1a4350b40d15edba998e3dee5f16cde4e9f50759 100644 --- a/src/main/java/net/minecraft/server/level/ServerEntity.java +++ b/src/main/java/net/minecraft/server/level/ServerEntity.java @@ -143,8 +143,12 @@ public class ServerEntity { ++this.teleportDelay; i = Mth.floor(this.entity.getYRot() * 256.0F / 360.0F); j = Mth.floor(this.entity.getXRot() * 256.0F / 360.0F); - Vec3 vec3d = this.entity.position().subtract(ClientboundMoveEntityPacket.packetToEntity(this.xp, this.yp, this.zp)); - boolean flag1 = vec3d.lengthSqr() >= 7.62939453125E-6D; + // Paper start - reduce allocation of Vec3D here + double vec3d_dx = this.entity.getX() - 2.44140625E-4D*(this.xp); + double vec3d_dy = this.entity.getY() - 2.44140625E-4D*(this.yp); + double vec3d_dz = this.entity.getZ() - 2.44140625E-4D*(this.zp); + boolean flag1 = (vec3d_dx * vec3d_dx + vec3d_dy * vec3d_dy + vec3d_dz * vec3d_dz) >= 7.62939453125E-6D; + // Paper end - reduce allocation of Vec3D here Packet packet1 = null; boolean flag2 = flag1 || this.tickCount % 60 == 0; boolean flag3 = Math.abs(i - this.yRotp) >= 1 || Math.abs(j - this.xRotp) >= 1; @@ -161,9 +165,11 @@ public class ServerEntity { // CraftBukkit end if (this.tickCount > 0 || this.entity instanceof AbstractArrow) { - long k = ClientboundMoveEntityPacket.entityToPacket(vec3d.x); - long l = ClientboundMoveEntityPacket.entityToPacket(vec3d.y); - long i1 = ClientboundMoveEntityPacket.entityToPacket(vec3d.z); + // Paper start - remove allocation of Vec3D here + long k = ClientboundMoveEntityPacket.entityToPacket(vec3d_dx); + long l = ClientboundMoveEntityPacket.entityToPacket(vec3d_dy); + long i1 = ClientboundMoveEntityPacket.entityToPacket(vec3d_dz); + // Paper end - remove allocation of Vec3D here boolean flag4 = k < -32768L || k > 32767L || l < -32768L || l > 32767L || i1 < -32768L || i1 > 32767L; if (!flag4 && this.teleportDelay <= 400 && !this.wasRiding && this.wasOnGround == this.entity.isOnGround()) {