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author | Jake Potrebic <[email protected]> | 2023-11-04 14:11:55 -0700 |
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committer | GitHub <[email protected]> | 2023-11-04 14:11:55 -0700 |
commit | 0cdce89d595a2c1c097c9e2a5ff96687977b3b25 (patch) | |
tree | de63d6aa8112811f93b5d6afebbb069b9980870f /patches/server/1006-Optimize-nearest-structure-border-iteration.patch | |
parent | 15a0de2eefb70ea8162cbb31056920adf80265fa (diff) | |
download | Paper-0cdce89d595a2c1c097c9e2a5ff96687977b3b25.tar.gz Paper-0cdce89d595a2c1c097c9e2a5ff96687977b3b25.zip |
Fix a bunch of stuff with player spawn locations (#9887)
If a playerdata doesn't contain a valid, loaded world, reset
to the main world spawn point
Diffstat (limited to 'patches/server/1006-Optimize-nearest-structure-border-iteration.patch')
-rw-r--r-- | patches/server/1006-Optimize-nearest-structure-border-iteration.patch | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/patches/server/1006-Optimize-nearest-structure-border-iteration.patch b/patches/server/1006-Optimize-nearest-structure-border-iteration.patch new file mode 100644 index 0000000000..07d0358cbb --- /dev/null +++ b/patches/server/1006-Optimize-nearest-structure-border-iteration.patch @@ -0,0 +1,39 @@ +From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 +From: Martijn Muijsers <[email protected]> +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 8bab3fcfc6aa6c0b37621474a69f15e94bda2113..d5c2a608e1b4c8099c96b33d9d758e968350a46d 100644 +--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java ++++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java +@@ -260,12 +260,15 @@ public abstract class ChunkGenerator { + int i1 = placement.spacing(); + + for (int j1 = -radius; j1 <= radius; ++j1) { +- boolean flag1 = j1 == -radius || j1 == radius; ++ // Paper start - 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 + int l1 = centerChunkX + i1 * j1; + int i2 = centerChunkZ + i1 * k1; + ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2); |