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author | Jason Penilla <[email protected]> | 2024-04-27 13:27:01 -0700 |
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committer | Jason Penilla <[email protected]> | 2024-04-27 13:27:01 -0700 |
commit | e2552eea2481871c9d8445a3c5653a2329112648 (patch) | |
tree | 727c90f395576b66200f8d9e59f38859f3850562 /patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch | |
parent | 0b1b1fe067444c5e879313e017da0ffd5d6b826d (diff) | |
download | Paper-e2552eea2481871c9d8445a3c5653a2329112648.tar.gz Paper-e2552eea2481871c9d8445a3c5653a2329112648.zip |
Start cleaning up plugin remapping patches
Diffstat (limited to 'patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch')
-rw-r--r-- | patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch b/patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch new file mode 100644 index 0000000000..378e882366 --- /dev/null +++ b/patches/server/1015-Optimise-collision-checking-in-player-move-packet-ha.patch @@ -0,0 +1,170 @@ +From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 +From: Spottedleaf <[email protected]> +Date: Thu, 2 Jul 2020 12:02:43 -0700 +Subject: [PATCH] Optimise collision checking in player move packet handling + +Move collision logic to just the hasNewCollision call instead of getCubes + hasNewCollision + +CHECK ME + +diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java +index 9c5614d42656d1306e6f0db961391e62a5f42ee7..ae927c2cdf151b901822636a2543668f85946430 100644 +--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java ++++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java +@@ -572,7 +572,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + return; + } + +- boolean flag = worldserver.noCollision(entity, entity.getBoundingBox().deflate(0.0625D)); ++ AABB oldBox = entity.getBoundingBox(); // Paper - copy from player movement packet + + d6 = d3 - this.vehicleLastGoodX; // Paper - diff on change, used for checking large move vectors above + d7 = d4 - this.vehicleLastGoodY - 1.0E-6D; // Paper - diff on change, used for checking large move vectors above +@@ -588,6 +588,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + + entity.move(MoverType.PLAYER, new Vec3(d6, d7, d8)); ++ boolean didCollide = toX != entity.getX() || toY != entity.getY() || toZ != entity.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be... + double d11 = d7; + + d6 = d3 - entity.getX(); +@@ -601,15 +602,23 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + boolean flag2 = false; + + if (d10 > org.spigotmc.SpigotConfig.movedWronglyThreshold) { // Spigot +- flag2 = true; ++ flag2 = true; // Paper - diff on change, this should be moved wrongly + ServerGamePacketListenerImpl.LOGGER.warn("{} (vehicle of {}) moved wrongly! {}", new Object[]{entity.getName().getString(), this.player.getName().getString(), Math.sqrt(d10)}); + } + + entity.absMoveTo(d3, d4, d5, f, f1); + this.player.absMoveTo(d3, d4, d5, this.player.getYRot(), this.player.getXRot()); // CraftBukkit +- boolean flag3 = worldserver.noCollision(entity, entity.getBoundingBox().deflate(0.0625D)); + +- if (flag && (flag2 || !flag3)) { ++ // Paper start - optimise out extra getCubes ++ boolean teleportBack = flag2; // violating this is always a fail ++ if (!teleportBack) { ++ // note: only call after setLocation, or else getBoundingBox is wrong ++ AABB newBox = entity.getBoundingBox(); ++ if (didCollide || !oldBox.equals(newBox)) { ++ teleportBack = this.hasNewCollision(worldserver, entity, oldBox, newBox); ++ } // else: no collision at all detected, why do we care? ++ } ++ if (teleportBack) { // Paper end - optimise out extra getCubes + entity.absMoveTo(d0, d1, d2, f, f1); + this.player.absMoveTo(d0, d1, d2, this.player.getYRot(), this.player.getXRot()); // CraftBukkit + this.send(new ClientboundMoveVehiclePacket(entity)); +@@ -688,7 +697,32 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + + private boolean noBlocksAround(Entity entity) { +- return entity.level().getBlockStates(entity.getBoundingBox().inflate(0.0625D).expandTowards(0.0D, -0.55D, 0.0D)).allMatch(BlockBehaviour.BlockStateBase::isAir); ++ // Paper start - stop using streams, this is already a known fixed problem in Entity#move ++ AABB box = entity.getBoundingBox().inflate(0.0625D).expandTowards(0.0D, -0.55D, 0.0D); ++ int minX = Mth.floor(box.minX); ++ int minY = Mth.floor(box.minY); ++ int minZ = Mth.floor(box.minZ); ++ int maxX = Mth.floor(box.maxX); ++ int maxY = Mth.floor(box.maxY); ++ int maxZ = Mth.floor(box.maxZ); ++ ++ Level world = entity.level(); ++ BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(); ++ ++ for (int y = minY; y <= maxY; ++y) { ++ for (int z = minZ; z <= maxZ; ++z) { ++ for (int x = minX; x <= maxX; ++x) { ++ pos.set(x, y, z); ++ BlockState type = world.getBlockStateIfLoaded(pos); ++ if (type != null && !type.isAir()) { ++ return false; ++ } ++ } ++ } ++ } ++ ++ return true; ++ // Paper end - stop using streams, this is already a known fixed problem in Entity#move + } + + @Override +@@ -1283,7 +1317,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + + if (this.awaitingPositionFromClient != null) { +- if (this.tickCount - this.awaitingTeleportTime > 20) { ++ if (false && this.tickCount - this.awaitingTeleportTime > 20) { // Paper - this will greatly screw with clients with > 1000ms RTT + this.awaitingTeleportTime = this.tickCount; + this.teleport(this.awaitingPositionFromClient.x, this.awaitingPositionFromClient.y, this.awaitingPositionFromClient.z, this.player.getYRot(), this.player.getXRot()); + } +@@ -1392,7 +1426,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + } + +- AABB axisalignedbb = this.player.getBoundingBox(); ++ AABB axisalignedbb = this.player.getBoundingBox(); // Paper - diff on change, should be old AABB + + d6 = d0 - this.lastGoodX; // Paper - diff on change, used for checking large move vectors above + d7 = d1 - this.lastGoodY; // Paper - diff on change, used for checking large move vectors above +@@ -1434,6 +1468,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + + this.player.move(MoverType.PLAYER, new Vec3(d6, d7, d8)); + this.player.onGround = packet.isOnGround(); // CraftBukkit - SPIGOT-5810, SPIGOT-5835, SPIGOT-6828: reset by this.player.move ++ boolean didCollide = toX != this.player.getX() || toY != this.player.getY() || toZ != this.player.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be... + // Paper start - prevent position desync + if (this.awaitingPositionFromClient != null) { + return; // ... thanks Mojang for letting move calls teleport across dimensions. +@@ -1464,7 +1499,17 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + + // Paper start - Add fail move event +- boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && (movedWrongly && worldserver.noCollision(this.player, axisalignedbb) || this.isPlayerCollidingWithAnythingNew(worldserver, axisalignedbb, d0, d1, d2)); ++ // Paper start - optimise out extra getCubes ++ boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && movedWrongly; ++ this.player.absMoveTo(d0, d1, d2, f, f1); // prevent desync by tping to the set position, dropped for unknown reasons by mojang ++ if (!this.player.noPhysics && !this.player.isSleeping() && !teleportBack) { ++ AABB newBox = this.player.getBoundingBox(); ++ if (didCollide || !axisalignedbb.equals(newBox)) { ++ // note: only call after setLocation, or else getBoundingBox is wrong ++ teleportBack = this.hasNewCollision(worldserver, this.player, axisalignedbb, newBox); ++ } // else: no collision at all detected, why do we care? ++ } ++ // Paper end - optimise out extra getCubes + if (teleportBack) { + io.papermc.paper.event.player.PlayerFailMoveEvent event = fireFailMove(io.papermc.paper.event.player.PlayerFailMoveEvent.FailReason.CLIPPED_INTO_BLOCK, + toX, toY, toZ, toYaw, toPitch, false); +@@ -1570,6 +1615,33 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl + } + } + ++ // Paper start - optimise out extra getCubes ++ private boolean hasNewCollision(final ServerLevel world, final Entity entity, final AABB oldBox, final AABB newBox) { ++ final List<AABB> collisionsBB = new java.util.ArrayList<>(); ++ final List<VoxelShape> collisionsVoxel = new java.util.ArrayList<>(); ++ io.papermc.paper.util.CollisionUtil.getCollisions( ++ world, entity, newBox, collisionsVoxel, collisionsBB, ++ io.papermc.paper.util.CollisionUtil.COLLISION_FLAG_COLLIDE_WITH_UNLOADED_CHUNKS | io.papermc.paper.util.CollisionUtil.COLLISION_FLAG_CHECK_BORDER, ++ null, null ++ ); ++ ++ for (int i = 0, len = collisionsBB.size(); i < len; ++i) { ++ final AABB box = collisionsBB.get(i); ++ if (!io.papermc.paper.util.CollisionUtil.voxelShapeIntersect(box, oldBox)) { ++ return true; ++ } ++ } ++ ++ for (int i = 0, len = collisionsVoxel.size(); i < len; ++i) { ++ final VoxelShape voxel = collisionsVoxel.get(i); ++ if (!io.papermc.paper.util.CollisionUtil.voxelShapeIntersectNoEmpty(voxel, oldBox)) { ++ return true; ++ } ++ } ++ ++ return false; ++ } ++ // Paper end - optimise out extra getCubes + private boolean isPlayerCollidingWithAnythingNew(LevelReader world, AABB box, double newX, double newY, double newZ) { + AABB axisalignedbb1 = this.player.getBoundingBox().move(newX - this.player.getX(), newY - this.player.getY(), newZ - this.player.getZ()); + Iterable<VoxelShape> iterable = world.getCollisions(this.player, axisalignedbb1.deflate(9.999999747378752E-6D)); |