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Paper/patches/server/0761-Do-not-run-raytrace-logic-for-AIR.patch
2022-03-11 21:13:46 +01:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Sun, 7 Mar 2021 13:15:04 -0800
Subject: [PATCH] Do not run raytrace logic for AIR
Saves approx. 5% for the raytrace call, as most (expensive)
raytracing tends to go through air and returning early is an
easy win. The remaining problems with this function
are mostly with the block getting itself.
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
index 9cf2f046d50a8a0e08189c9b4b5d2f323d1f790d..d1eefa6ef3e9abfe7af4d8310aa64465fa2d5463 100644
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
@@ -84,6 +84,7 @@ public interface BlockGetter extends LevelHeightAccessor {
return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), new BlockPos(raytrace1.getTo()));
}
// Paper end
+ if (iblockdata.isAir()) return null; // Paper - optimise air cases
FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
Vec3 vec3d = raytrace1.getFrom();
Vec3 vec3d1 = raytrace1.getTo();