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authorNassim Jahnke <[email protected]>2024-12-03 17:58:41 +0100
committerNassim Jahnke <[email protected]>2024-12-03 17:58:41 +0100
commitc0a3d51ab35930e410fcd9752ceaff6c3f581c24 (patch)
treef53076a8b0787d2f544f73f468df94619e5eb1a5 /patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch
parentda7138233f6392e791d790d1c3407414c855f9c2 (diff)
downloadPaper-c0a3d51ab35930e410fcd9752ceaff6c3f581c24.tar.gz
Paper-c0a3d51ab35930e410fcd9752ceaff6c3f581c24.zip
Start update, apply API patches
Diffstat (limited to 'patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch')
-rw-r--r--patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch110
1 files changed, 110 insertions, 0 deletions
diff --git a/patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch b/patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch
new file mode 100644
index 0000000000..b67457788b
--- /dev/null
+++ b/patches/unapplied/server/0978-Optimize-Collision-to-not-load-chunks.patch
@@ -0,0 +1,110 @@
+From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
+From: Aikar <[email protected]>
+Date: Thu, 2 Apr 2020 02:37:57 -0400
+Subject: [PATCH] Optimize Collision to not load chunks
+
+The collision code takes an AABB and generates a cuboid of checks rather
+than a cylinder, so at high velocity this can generate a lot of chunk checks.
+
+Treat an unloaded chunk as a collision for entities, and also for players if
+the "prevent moving into unloaded chunks" setting is enabled.
+
+If that serting is not enabled, collisions will be ignored for players, since
+movement will load only the chunk the player enters anyways and avoids loading
+massive amounts of surrounding chunks due to large AABB lookups.
+
+Feature patch
+
+diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
+index 3e03d65ac4ef267de67684d24c6f9c303b1a0bf0..b451842d6848af883cc3abf200f03c9a4680106c 100644
+--- a/src/main/java/net/minecraft/server/players/PlayerList.java
++++ b/src/main/java/net/minecraft/server/players/PlayerList.java
+@@ -826,6 +826,7 @@ public abstract class PlayerList {
+ Vec3 vec3d = teleporttransition.position();
+
+ entityplayer1.forceSetPositionRotation(vec3d.x, vec3d.y, vec3d.z, teleporttransition.yRot(), teleporttransition.xRot());
++ worldserver.getChunkSource().addRegionTicket(net.minecraft.server.level.TicketType.POST_TELEPORT, new net.minecraft.world.level.ChunkPos(net.minecraft.util.Mth.floor(vec3d.x()) >> 4, net.minecraft.util.Mth.floor(vec3d.z()) >> 4), 1, entityplayer.getId()); // Paper
+ // CraftBukkit end
+ if (teleporttransition.missingRespawnBlock()) {
+ entityplayer1.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.NO_RESPAWN_BLOCK_AVAILABLE, 0.0F));
+diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
+index c2b98da88e30b7d84a4b51c48e12fd16c1d52c35..6a4f52342c5a195206ecf3ac118e8a4df4d2f3d2 100644
+--- a/src/main/java/net/minecraft/world/entity/Entity.java
++++ b/src/main/java/net/minecraft/world/entity/Entity.java
+@@ -259,6 +259,7 @@ public abstract class Entity implements SyncedDataHolder, Nameable, EntityAccess
+ // Paper end - Share random for entities to make them more random
+ public org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason spawnReason; // Paper - Entity#getEntitySpawnReason
+
++ public boolean collisionLoadChunks = false; // Paper
+ private CraftEntity bukkitEntity;
+
+ public CraftEntity getBukkitEntity() {
+diff --git a/src/main/java/net/minecraft/world/level/BlockCollisions.java b/src/main/java/net/minecraft/world/level/BlockCollisions.java
+index 12a14b8fdb079fd8c367e51299486761ebdaeb5b..b360594424118d9d11d00ea140160485048591ca 100644
+--- a/src/main/java/net/minecraft/world/level/BlockCollisions.java
++++ b/src/main/java/net/minecraft/world/level/BlockCollisions.java
+@@ -72,16 +72,37 @@ public class BlockCollisions<T> extends AbstractIterator<T> {
+ @Override
+ protected T computeNext() {
+ while (this.cursor.advance()) {
+- int i = this.cursor.nextX();
+- int j = this.cursor.nextY();
+- int k = this.cursor.nextZ();
++ int i = this.cursor.nextX(); final int x = i; // Paper - OBFHELPER
++ int j = this.cursor.nextY(); final int y = j; // Paper - OBFHELPER
++ int k = this.cursor.nextZ(); final int z = k; // Paper - OBFHELPER
+ int l = this.cursor.getNextType();
+ if (l != 3) {
+- BlockGetter blockGetter = this.getChunk(i, k);
+- if (blockGetter != null) {
+- this.pos.set(i, j, k);
+- BlockState blockState = blockGetter.getBlockState(this.pos);
+- if ((!this.onlySuffocatingBlocks || blockState.isSuffocating(blockGetter, this.pos))
++ // Paper start - ensure we don't load chunks
++ // BlockGetter blockGetter = this.getChunk(i, k);
++ if (true) {
++ final @Nullable Entity source = this.context instanceof net.minecraft.world.phys.shapes.EntityCollisionContext entityContext ? entityContext.getEntity() : null;
++ boolean far = source != null && io.papermc.paper.util.MCUtil.distanceSq(source.getX(), y, source.getZ(), x, y, z) > 14;
++ this.pos.set(x, y, z);
++ BlockState blockState;
++ if (this.collisionGetter instanceof net.minecraft.server.level.WorldGenRegion) {
++ BlockGetter blockGetter = this.getChunk(x, z);
++ if (blockGetter == null) {
++ continue;
++ }
++ blockState = blockGetter.getBlockState(this.pos);
++ } else if ((!far && source instanceof net.minecraft.server.level.ServerPlayer) || (source != null && source.collisionLoadChunks)) {
++ blockState = this.collisionGetter.getBlockState(this.pos);
++ } else {
++ blockState = this.collisionGetter.getBlockStateIfLoaded(this.pos);
++ }
++ if (blockState == null) {
++ if (!(source instanceof net.minecraft.server.level.ServerPlayer) || source.level().paperConfig().chunks.preventMovingIntoUnloadedChunks) {
++ return this.resultProvider.apply(new BlockPos.MutableBlockPos(x, y, z), Shapes.create(far ? source.getBoundingBox() : new AABB(new BlockPos(x, y, z))));
++ }
++ continue;
++ }
++ if (true // onlySuffocatingBlocks is only true on the client, so we don't care about it here
++ // Paper end - ensure we don't load chunks
+ && (l != 1 || blockState.hasLargeCollisionShape())
+ && (l != 2 || blockState.is(Blocks.MOVING_PISTON))) {
+ VoxelShape voxelShape = this.context.getCollisionShape(blockState, this.collisionGetter, this.pos);
+diff --git a/src/main/java/net/minecraft/world/level/CollisionGetter.java b/src/main/java/net/minecraft/world/level/CollisionGetter.java
+index 6b63dc10c0a4db8a484588a6d67911ea1023457e..f4c251c2bcfa96ba22e338b97a1de7f0abac5a6f 100644
+--- a/src/main/java/net/minecraft/world/level/CollisionGetter.java
++++ b/src/main/java/net/minecraft/world/level/CollisionGetter.java
+@@ -50,11 +50,13 @@ public interface CollisionGetter extends BlockGetter {
+ }
+
+ default boolean noCollision(@Nullable Entity entity, AABB box, boolean checkFluid) {
+- for (VoxelShape voxelShape : checkFluid ? this.getBlockAndLiquidCollisions(entity, box) : this.getBlockCollisions(entity, box)) {
++ try { if (entity != null) entity.collisionLoadChunks = true; // Paper
++ for (VoxelShape voxelShape : checkFluid ? this.getBlockAndLiquidCollisions(entity, box) : this.getBlockCollisions(entity, box)) {
+ if (!voxelShape.isEmpty()) {
+ return false;
+ }
+ }
++ } finally { if (entity != null) entity.collisionLoadChunks = false; } // Paper
+
+ if (!this.getEntityCollisions(entity, box).isEmpty()) {
+ return false;