From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar Date: Tue, 22 Mar 2016 00:33:47 -0400 Subject: [PATCH] Use a Shared Random for Entities Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created. diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java index 93d3408231a177cf6d2086594756adffe3efa702..61048140cf0adca03bfb57193ada0adaee73b1bb 100644 --- a/src/main/java/net/minecraft/world/entity/Entity.java +++ b/src/main/java/net/minecraft/world/entity/Entity.java @@ -142,6 +142,21 @@ public abstract class Entity implements Nameable, CommandSource, net.minecraft.s return tag.contains("Bukkit.updateLevel") && tag.getInt("Bukkit.updateLevel") >= level; } + // Paper start + public static Random SHARED_RANDOM = new Random() { + private boolean locked = false; + @Override + public synchronized void setSeed(long seed) { + if (locked) { + LogManager.getLogger().error("Ignoring setSeed on Entity.SHARED_RANDOM", new Throwable()); + } else { + super.setSeed(seed); + locked = true; + } + } + }; + // Paper end + private CraftEntity bukkitEntity; public CraftEntity getBukkitEntity() { @@ -271,7 +286,7 @@ public abstract class Entity implements Nameable, CommandSource, net.minecraft.s this.stuckSpeedMultiplier = Vec3.ZERO; this.nextStep = 1.0F; this.nextFlap = 1.0F; - this.random = new Random(); + this.random = SHARED_RANDOM; // Paper this.remainingFireTicks = -this.getFireImmuneTicks(); this.fluidHeight = new Object2DoubleArrayMap(2); this.firstTick = true;