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geforkt von Mirrors/Paper
Paper/patches/server/0867-Do-crystal-portal-proximity-check-before-entity-look.patch
Spottedleaf 8c5b837e05 Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.

Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.

Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.

Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.

Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-18 23:00:59 -08:00

76 Zeilen
4.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Martijn Muijsers <martijnmuijsers@live.nl>
Date: Tue, 15 Aug 2023 21:04:55 +0200
Subject: [PATCH] Do crystal-portal proximity check before entity lookup
This adds a very cheap distance check when an end crystal is placed.
Attempting to respawn the dragon, which involves looking up the end crystal
entities near the portal, every time an end crystal is placed, can be slow on
some servers that have players placing end crystals as a style of combat.
The very cheap distance check prevents running the entity lookup every time.
diff --git a/src/main/java/net/minecraft/world/item/EndCrystalItem.java b/src/main/java/net/minecraft/world/item/EndCrystalItem.java
index 48317c7436445a7acff9103bac1de558c42f31cc..b62db8c7c8c57e43869ee239ebf4b02f112355d9 100644
--- a/src/main/java/net/minecraft/world/item/EndCrystalItem.java
+++ b/src/main/java/net/minecraft/world/item/EndCrystalItem.java
@@ -30,7 +30,7 @@ public class EndCrystalItem extends Item {
if (!iblockdata.is(Blocks.OBSIDIAN) && !iblockdata.is(Blocks.BEDROCK)) {
return InteractionResult.FAIL;
} else {
- BlockPos blockposition1 = blockposition.above();
+ BlockPos blockposition1 = blockposition.above(); final BlockPos aboveBlockPosition = blockposition1; // Paper - OBFHELPER
if (!world.isEmptyBlock(blockposition1)) {
return InteractionResult.FAIL;
@@ -58,7 +58,7 @@ public class EndCrystalItem extends Item {
EndDragonFight enderdragonbattle = ((ServerLevel) world).getDragonFight();
if (enderdragonbattle != null) {
- enderdragonbattle.tryRespawn();
+ enderdragonbattle.tryRespawn(aboveBlockPosition); // Paper - Perf: Do crystal-portal proximity check before entity lookup
}
}
diff --git a/src/main/java/net/minecraft/world/level/dimension/end/EndDragonFight.java b/src/main/java/net/minecraft/world/level/dimension/end/EndDragonFight.java
index 8ec6b33126096fb9e1de5f41290097e004d7a455..b331c93c82c27f9456fec208a0c008c5bedfa8c4 100644
--- a/src/main/java/net/minecraft/world/level/dimension/end/EndDragonFight.java
+++ b/src/main/java/net/minecraft/world/level/dimension/end/EndDragonFight.java
@@ -563,6 +563,12 @@ public class EndDragonFight {
}
public boolean tryRespawn() { // CraftBukkit - return boolean
+ // Paper start - Perf: Do crystal-portal proximity check before entity lookup
+ return this.tryRespawn(null);
+ }
+
+ public boolean tryRespawn(@Nullable BlockPos placedEndCrystalPos) { // placedEndCrystalPos is null if the tryRespawn() call was not caused by a placed end crystal
+ // Paper end - Perf: Do crystal-portal proximity check before entity lookup
if (this.dragonKilled && this.respawnStage == null) {
BlockPos blockposition = this.portalLocation;
@@ -580,6 +586,22 @@ public class EndDragonFight {
blockposition = this.portalLocation;
}
+ // Paper start - Perf: Do crystal-portal proximity check before entity lookup
+ if (placedEndCrystalPos != null) {
+ // The end crystal must be 0 or 1 higher than the portal origin
+ int dy = placedEndCrystalPos.getY() - blockposition.getY();
+ if (dy != 0 && dy != 1) {
+ return false;
+ }
+ // The end crystal must be within a distance of 1 in one planar direction, and 3 in the other
+ int dx = placedEndCrystalPos.getX() - blockposition.getX();
+ int dz = placedEndCrystalPos.getZ() - blockposition.getZ();
+ if (!((dx >= -1 && dx <= 1 && dz >= -3 && dz <= 3) || (dx >= -3 && dx <= 3 && dz >= -1 && dz <= 1))) {
+ return false;
+ }
+ }
+ // Paper end - Perf: Do crystal-portal proximity check before entity lookup
+
List<EndCrystal> list = Lists.newArrayList();
BlockPos blockposition1 = blockposition.above(1);
Iterator iterator = Direction.Plane.HORIZONTAL.iterator();