geforkt von Mirrors/Paper
c5a10665b8
Spigot still maintains some partial implementation of "tick skipping", a practice in which the MinecraftServer.currentTick field is updated not by an increment of one per actual tick, but instead set to System.currentTimeMillis() / 50. This behaviour means that the tracked tick may "skip" a tick value in case a previous tick took more than the expected 50ms. To compensate for this in important paths, spigot/craftbukkit implements "wall-time". Instead of incrementing/decrementing ticks on block entities/entities by one for each call to their tick() method, they instead increment/decrement important values, like an ItemEntity's age or pickupDelay, by the difference of `currentTick - lastTick`, where `lastTick` is the value of `currentTick` during the last tick() call. These "fixes" however do not play nicely with minecraft's simulation distance as entities/block entities implementing the above behaviour would "catch up" their values when moving from a non-ticking chunk to a ticking one as their `lastTick` value remains stuck on the last tick in a ticking chunk and hence lead to a large "catch up" once ticked again. Paper completely removes the "tick skipping" behaviour (See patch "Further-improve-server-tick-loop"), making the above precautions completely unnecessary, which also rids paper of the previous described incompatibility with non-ticking chunks.
40 Zeilen
2.3 KiB
Diff
40 Zeilen
2.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: Martijn Muijsers <martijnmuijsers@live.nl>
|
|
Date: Mon, 21 Aug 2023 21:05:09 +0200
|
|
Subject: [PATCH] Optimize nearest structure border iteration
|
|
|
|
Getting the nearest generated structure contains a nested set of loops that
|
|
iterates over all chunks at a specific chessboard distance. It does this by
|
|
iterating over the entire square of chunks within that distance, and checking
|
|
if the coordinates are at exactly the right distance to be on the border.
|
|
|
|
This patch optimizes the iteration by only iterating over the border chunks.
|
|
This evaluated chunks are the same, and in the same order, as before, to
|
|
ensure that the returned found structure (which may for example be a buried
|
|
treasure that will be marked on a treasure map) is the same as in vanilla.
|
|
|
|
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
|
|
index 102de569415ef011dacdca9a6ea8134d0ef62454..29697fad32dad3377eebc82d280ba48d3c1ad516 100644
|
|
--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
|
|
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
|
|
@@ -265,12 +265,15 @@ public abstract class ChunkGenerator {
|
|
int i1 = placement.spacing();
|
|
|
|
for (int j1 = -radius; j1 <= radius; ++j1) {
|
|
- boolean flag1 = j1 == -radius || j1 == radius;
|
|
+ // Paper start - Perf: iterate over border chunks instead of entire square chunk area
|
|
+ boolean flag1 = j1 == -radius || j1 == radius; final boolean onBorderAlongZAxis = flag1; // Paper - OBFHELPER
|
|
|
|
- for (int k1 = -radius; k1 <= radius; ++k1) {
|
|
- boolean flag2 = k1 == -radius || k1 == radius;
|
|
+ for (int k1 = -radius; k1 <= radius; k1 += onBorderAlongZAxis ? 1 : radius * 2) {
|
|
+ // boolean flag2 = k1 == -radius || k1 == radius;
|
|
|
|
- if (flag1 || flag2) {
|
|
+ // if (flag1 || flag2) {
|
|
+ if (true) {
|
|
+ // Paper end - Perf: iterate over border chunks instead of entire square chunk area
|
|
int l1 = centerChunkX + i1 * j1;
|
|
int i2 = centerChunkZ + i1 * k1;
|
|
ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2);
|