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authorJason Penilla <[email protected]>2024-04-23 13:36:31 -0700
committerJason Penilla <[email protected]>2024-04-23 13:36:31 -0700
commitdd6ce09922e8706032a26c72d18f348f8cfb408f (patch)
treec9e108f51381aa3ce873181cabd6c9e19cb20a03 /patches/unapplied/server/1034-Actually-optimise-explosions.patch
parent7cdf804392762985e5c7d14821fbb8c38801b5c8 (diff)
downloadPaper-dd6ce09922e8706032a26c72d18f348f8cfb408f.tar.gz
Paper-dd6ce09922e8706032a26c72d18f348f8cfb408f.zip
Fix reflection diff and order wrt commodore diff
Diffstat (limited to 'patches/unapplied/server/1034-Actually-optimise-explosions.patch')
-rw-r--r--patches/unapplied/server/1034-Actually-optimise-explosions.patch521
1 files changed, 0 insertions, 521 deletions
diff --git a/patches/unapplied/server/1034-Actually-optimise-explosions.patch b/patches/unapplied/server/1034-Actually-optimise-explosions.patch
deleted file mode 100644
index 7a35803ac0..0000000000
--- a/patches/unapplied/server/1034-Actually-optimise-explosions.patch
+++ /dev/null
@@ -1,521 +0,0 @@
-From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
-From: Spottedleaf <[email protected]>
-Date: Tue, 12 Sep 2023 06:50:16 -0700
-Subject: [PATCH] Actually optimise explosions
-
-The vast majority of blocks an explosion of power ~4 tries
-to destroy are duplicates. The core of the block destroying
-part of this patch is to cache the block state, resistance, and
-whether it should explode - as those will not change.
-
-The other part of this patch is to optimise the visibility
-percentage calculation. The new visibility calculation takes
-advantage of the block caching already done by the explosion logic.
-It continues to update the cache as the visibility calculation
-uses many rays which can overlap significantly.
-
-Effectively, the patch uses a lot of caching to eliminate
-redundant operations.
-
-Performance benchmarking explosions is challenging, as it varies
-depending on the power, the number of nearby entities, and the
-nearby terrain. This means that no benchmark can cover all the cases.
-I decided to test a giant block of TNT, as that's where the optimisations
-would be needed the most.
-
-I tested using a 50x10x50 block of TNT above ground
-and determined the following:
-
-Vanilla time per explosion: 2.27ms
-Lithium time per explosion: 1.07ms
-This patch time per explosion: 0.45ms
-
-The results indicate that this logic is 5 times faster than Vanilla
-and 2.3 times faster than Lithium.
-
-diff --git a/src/main/java/net/minecraft/world/level/Explosion.java b/src/main/java/net/minecraft/world/level/Explosion.java
-index 093c814d6835f20b1208236db96bb40b4611936c..b678da2cbb93cea7971bc3c4d324cfca18b0bc97 100644
---- a/src/main/java/net/minecraft/world/level/Explosion.java
-+++ b/src/main/java/net/minecraft/world/level/Explosion.java
-@@ -111,6 +111,271 @@ public class Explosion {
- this.yield = this.blockInteraction == Explosion.BlockInteraction.DESTROY_WITH_DECAY ? 1.0F / this.radius : 1.0F; // CraftBukkit
- }
-
-+ // Paper start - optimise collisions
-+ private static final double[] CACHED_RAYS;
-+ static {
-+ final it.unimi.dsi.fastutil.doubles.DoubleArrayList rayCoords = new it.unimi.dsi.fastutil.doubles.DoubleArrayList();
-+
-+ for (int x = 0; x <= 15; ++x) {
-+ for (int y = 0; y <= 15; ++y) {
-+ for (int z = 0; z <= 15; ++z) {
-+ if ((x == 0 || x == 15) || (y == 0 || y == 15) || (z == 0 || z == 15)) {
-+ double xDir = (double)((float)x / 15.0F * 2.0F - 1.0F);
-+ double yDir = (double)((float)y / 15.0F * 2.0F - 1.0F);
-+ double zDir = (double)((float)z / 15.0F * 2.0F - 1.0F);
-+
-+ double mag = Math.sqrt(
-+ xDir * xDir + yDir * yDir + zDir * zDir
-+ );
-+
-+ rayCoords.add((xDir / mag) * (double)0.3F);
-+ rayCoords.add((yDir / mag) * (double)0.3F);
-+ rayCoords.add((zDir / mag) * (double)0.3F);
-+ }
-+ }
-+ }
-+ }
-+
-+ CACHED_RAYS = rayCoords.toDoubleArray();
-+ }
-+
-+ private static final int CHUNK_CACHE_SHIFT = 2;
-+ private static final int CHUNK_CACHE_MASK = (1 << CHUNK_CACHE_SHIFT) - 1;
-+ private static final int CHUNK_CACHE_WIDTH = 1 << CHUNK_CACHE_SHIFT;
-+
-+ private static final int BLOCK_EXPLOSION_CACHE_SHIFT = 3;
-+ private static final int BLOCK_EXPLOSION_CACHE_MASK = (1 << BLOCK_EXPLOSION_CACHE_SHIFT) - 1;
-+ private static final int BLOCK_EXPLOSION_CACHE_WIDTH = 1 << BLOCK_EXPLOSION_CACHE_SHIFT;
-+
-+ // resistance = (res + 0.3F) * 0.3F;
-+ // so for resistance = 0, we need res = -0.3F
-+ private static final Float ZERO_RESISTANCE = Float.valueOf(-0.3f);
-+ private it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<ExplosionBlockCache> blockCache = null;
-+
-+ public static final class ExplosionBlockCache {
-+
-+ public final long key;
-+ public final BlockPos immutablePos;
-+ public final BlockState blockState;
-+ public final FluidState fluidState;
-+ public final float resistance;
-+ public final boolean outOfWorld;
-+ public Boolean shouldExplode; // null -> not called yet
-+ public net.minecraft.world.phys.shapes.VoxelShape cachedCollisionShape;
-+
-+ public ExplosionBlockCache(long key, BlockPos immutablePos, BlockState blockState, FluidState fluidState, float resistance,
-+ boolean outOfWorld) {
-+ this.key = key;
-+ this.immutablePos = immutablePos;
-+ this.blockState = blockState;
-+ this.fluidState = fluidState;
-+ this.resistance = resistance;
-+ this.outOfWorld = outOfWorld;
-+ }
-+ }
-+
-+ private long[] chunkPosCache = null;
-+ private net.minecraft.world.level.chunk.LevelChunk[] chunkCache = null;
-+
-+ private ExplosionBlockCache getOrCacheExplosionBlock(final int x, final int y, final int z,
-+ final long key, final boolean calculateResistance) {
-+ ExplosionBlockCache ret = this.blockCache.get(key);
-+ if (ret != null) {
-+ return ret;
-+ }
-+
-+ BlockPos pos = new BlockPos(x, y, z);
-+
-+ if (!this.level.isInWorldBounds(pos)) {
-+ ret = new ExplosionBlockCache(key, pos, null, null, 0.0f, true);
-+ } else {
-+ net.minecraft.world.level.chunk.LevelChunk chunk;
-+ long chunkKey = io.papermc.paper.util.CoordinateUtils.getChunkKey(x >> 4, z >> 4);
-+ int chunkCacheKey = ((x >> 4) & CHUNK_CACHE_MASK) | (((z >> 4) << CHUNK_CACHE_SHIFT) & (CHUNK_CACHE_MASK << CHUNK_CACHE_SHIFT));
-+ if (this.chunkPosCache[chunkCacheKey] == chunkKey) {
-+ chunk = this.chunkCache[chunkCacheKey];
-+ } else {
-+ this.chunkPosCache[chunkCacheKey] = chunkKey;
-+ this.chunkCache[chunkCacheKey] = chunk = this.level.getChunk(x >> 4, z >> 4);
-+ }
-+
-+ BlockState blockState = chunk.getBlockStateFinal(x, y, z);
-+ FluidState fluidState = blockState.getFluidState();
-+
-+ Optional<Float> resistance = !calculateResistance ? Optional.empty() : this.damageCalculator.getBlockExplosionResistance((Explosion)(Object)this, this.level, pos, blockState, fluidState);
-+
-+ ret = new ExplosionBlockCache(
-+ key, pos, blockState, fluidState,
-+ (resistance.orElse(ZERO_RESISTANCE).floatValue() + 0.3f) * 0.3f,
-+ false
-+ );
-+ }
-+
-+ this.blockCache.put(key, ret);
-+
-+ return ret;
-+ }
-+
-+ private boolean clipsAnything(final Vec3 from, final Vec3 to,
-+ final io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext context,
-+ final ExplosionBlockCache[] blockCache,
-+ final BlockPos.MutableBlockPos currPos) {
-+ // assume that context.delegated = false
-+ final double adjX = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.x - to.x);
-+ final double adjY = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.y - to.y);
-+ final double adjZ = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.z - to.z);
-+
-+ if (adjX == 0.0 && adjY == 0.0 && adjZ == 0.0) {
-+ return false;
-+ }
-+
-+ final double toXAdj = to.x - adjX;
-+ final double toYAdj = to.y - adjY;
-+ final double toZAdj = to.z - adjZ;
-+ final double fromXAdj = from.x + adjX;
-+ final double fromYAdj = from.y + adjY;
-+ final double fromZAdj = from.z + adjZ;
-+
-+ int currX = Mth.floor(fromXAdj);
-+ int currY = Mth.floor(fromYAdj);
-+ int currZ = Mth.floor(fromZAdj);
-+
-+ final double diffX = toXAdj - fromXAdj;
-+ final double diffY = toYAdj - fromYAdj;
-+ final double diffZ = toZAdj - fromZAdj;
-+
-+ final double dxDouble = Math.signum(diffX);
-+ final double dyDouble = Math.signum(diffY);
-+ final double dzDouble = Math.signum(diffZ);
-+
-+ final int dx = (int)dxDouble;
-+ final int dy = (int)dyDouble;
-+ final int dz = (int)dzDouble;
-+
-+ final double normalizedDiffX = diffX == 0.0 ? Double.MAX_VALUE : dxDouble / diffX;
-+ final double normalizedDiffY = diffY == 0.0 ? Double.MAX_VALUE : dyDouble / diffY;
-+ final double normalizedDiffZ = diffZ == 0.0 ? Double.MAX_VALUE : dzDouble / diffZ;
-+
-+ double normalizedCurrX = normalizedDiffX * (diffX > 0.0 ? (1.0 - Mth.frac(fromXAdj)) : Mth.frac(fromXAdj));
-+ double normalizedCurrY = normalizedDiffY * (diffY > 0.0 ? (1.0 - Mth.frac(fromYAdj)) : Mth.frac(fromYAdj));
-+ double normalizedCurrZ = normalizedDiffZ * (diffZ > 0.0 ? (1.0 - Mth.frac(fromZAdj)) : Mth.frac(fromZAdj));
-+
-+ for (;;) {
-+ currPos.set(currX, currY, currZ);
-+
-+ // ClipContext.Block.COLLIDER -> BlockBehaviour.BlockStateBase::getCollisionShape
-+ // ClipContext.Fluid.NONE -> ignore fluids
-+
-+ // read block from cache
-+ final long key = BlockPos.asLong(currX, currY, currZ);
-+
-+ final int cacheKey =
-+ (currX & BLOCK_EXPLOSION_CACHE_MASK) |
-+ (currY & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT) |
-+ (currZ & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT + BLOCK_EXPLOSION_CACHE_SHIFT);
-+ ExplosionBlockCache cachedBlock = blockCache[cacheKey];
-+ if (cachedBlock == null || cachedBlock.key != key) {
-+ blockCache[cacheKey] = cachedBlock = this.getOrCacheExplosionBlock(currX, currY, currZ, key, false);
-+ }
-+
-+ final BlockState blockState = cachedBlock.blockState;
-+ if (blockState != null && !blockState.emptyCollisionShape()) {
-+ net.minecraft.world.phys.shapes.VoxelShape collision = cachedBlock.cachedCollisionShape;
-+ if (collision == null) {
-+ collision = blockState.getConstantCollisionShape();
-+ if (collision == null) {
-+ collision = blockState.getCollisionShape(this.level, currPos, context);
-+ if (!context.isDelegated()) {
-+ // if it was not delegated during this call, assume that for any future ones it will not be delegated
-+ // again, and cache the result
-+ cachedBlock.cachedCollisionShape = collision;
-+ }
-+ } else {
-+ cachedBlock.cachedCollisionShape = collision;
-+ }
-+ }
-+
-+ if (!collision.isEmpty() && collision.clip(from, to, currPos) != null) {
-+ return true;
-+ }
-+ }
-+
-+ if (normalizedCurrX > 1.0 && normalizedCurrY > 1.0 && normalizedCurrZ > 1.0) {
-+ return false;
-+ }
-+
-+ // inc the smallest normalized coordinate
-+
-+ if (normalizedCurrX < normalizedCurrY) {
-+ if (normalizedCurrX < normalizedCurrZ) {
-+ currX += dx;
-+ normalizedCurrX += normalizedDiffX;
-+ } else {
-+ // x < y && x >= z <--> z < y && z <= x
-+ currZ += dz;
-+ normalizedCurrZ += normalizedDiffZ;
-+ }
-+ } else if (normalizedCurrY < normalizedCurrZ) {
-+ // y <= x && y < z
-+ currY += dy;
-+ normalizedCurrY += normalizedDiffY;
-+ } else {
-+ // y <= x && z <= y <--> z <= y && z <= x
-+ currZ += dz;
-+ normalizedCurrZ += normalizedDiffZ;
-+ }
-+ }
-+ }
-+
-+ private float getSeenFraction(final Vec3 source, final Entity target,
-+ final ExplosionBlockCache[] blockCache,
-+ final BlockPos.MutableBlockPos blockPos) {
-+ final AABB boundingBox = target.getBoundingBox();
-+ final double diffX = boundingBox.maxX - boundingBox.minX;
-+ final double diffY = boundingBox.maxY - boundingBox.minY;
-+ final double diffZ = boundingBox.maxZ - boundingBox.minZ;
-+
-+ final double incX = 1.0 / (diffX * 2.0 + 1.0);
-+ final double incY = 1.0 / (diffY * 2.0 + 1.0);
-+ final double incZ = 1.0 / (diffZ * 2.0 + 1.0);
-+
-+ if (incX < 0.0 || incY < 0.0 || incZ < 0.0) {
-+ return 0.0f;
-+ }
-+
-+ final double offX = (1.0 - Math.floor(1.0 / incX) * incX) * 0.5 + boundingBox.minX;
-+ final double offY = boundingBox.minY;
-+ final double offZ = (1.0 - Math.floor(1.0 / incZ) * incZ) * 0.5 + boundingBox.minZ;
-+
-+ final io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext context = new io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext(target);
-+
-+ int totalRays = 0;
-+ int missedRays = 0;
-+
-+ for (double dx = 0.0; dx <= 1.0; dx += incX) {
-+ final double fromX = Math.fma(dx, diffX, offX);
-+ for (double dy = 0.0; dy <= 1.0; dy += incY) {
-+ final double fromY = Math.fma(dy, diffY, offY);
-+ for (double dz = 0.0; dz <= 1.0; dz += incZ) {
-+ ++totalRays;
-+
-+ final Vec3 from = new Vec3(
-+ fromX,
-+ fromY,
-+ Math.fma(dz, diffZ, offZ)
-+ );
-+
-+ if (!this.clipsAnything(from, source, context, blockCache, blockPos)) {
-+ ++missedRays;
-+ }
-+ }
-+ }
-+ }
-+
-+ return (float)missedRays / (float)totalRays;
-+ }
-+ // Paper end - optimise collisions
-+
- private ExplosionDamageCalculator makeDamageCalculator(@Nullable Entity entity) {
- return (ExplosionDamageCalculator) (entity == null ? Explosion.EXPLOSION_DAMAGE_CALCULATOR : new EntityBasedExplosionDamageCalculator(entity));
- }
-@@ -171,40 +436,88 @@ public class Explosion {
- int i;
- int j;
-
-- for (int k = 0; k < 16; ++k) {
-- for (i = 0; i < 16; ++i) {
-- for (j = 0; j < 16; ++j) {
-- if (k == 0 || k == 15 || i == 0 || i == 15 || j == 0 || j == 15) {
-- double d0 = (double) ((float) k / 15.0F * 2.0F - 1.0F);
-- double d1 = (double) ((float) i / 15.0F * 2.0F - 1.0F);
-- double d2 = (double) ((float) j / 15.0F * 2.0F - 1.0F);
-- double d3 = Math.sqrt(d0 * d0 + d1 * d1 + d2 * d2);
--
-- d0 /= d3;
-- d1 /= d3;
-- d2 /= d3;
-+ // Paper start - optimise explosions
-+ this.blockCache = new it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<>();
-+
-+ this.chunkPosCache = new long[CHUNK_CACHE_WIDTH * CHUNK_CACHE_WIDTH];
-+ java.util.Arrays.fill(this.chunkPosCache, ChunkPos.INVALID_CHUNK_POS);
-+
-+ this.chunkCache = new net.minecraft.world.level.chunk.LevelChunk[CHUNK_CACHE_WIDTH * CHUNK_CACHE_WIDTH];
-+
-+ final ExplosionBlockCache[] blockCache = new ExplosionBlockCache[BLOCK_EXPLOSION_CACHE_WIDTH * BLOCK_EXPLOSION_CACHE_WIDTH * BLOCK_EXPLOSION_CACHE_WIDTH];
-+ // use initial cache value that is most likely to be used: the source position
-+ final ExplosionBlockCache initialCache;
-+ {
-+ final int blockX = Mth.floor(this.x);
-+ final int blockY = Mth.floor(this.y);
-+ final int blockZ = Mth.floor(this.z);
-+
-+ final long key = BlockPos.asLong(blockX, blockY, blockZ);
-+
-+ initialCache = this.getOrCacheExplosionBlock(blockX, blockY, blockZ, key, true);
-+ }
-+ // only ~1/3rd of the loop iterations in vanilla will result in a ray, as it is iterating the perimeter of
-+ // a 16x16x16 cube
-+ // we can cache the rays and their normals as well, so that we eliminate the excess iterations / checks and
-+ // calculations in one go
-+ // additional aggressive caching of block retrieval is very significant, as at low power (i.e tnt) most
-+ // block retrievals are not unique
-+ for (int ray = 0, len = CACHED_RAYS.length; ray < len;) {
-+ {
-+ {
-+ {
-+ ExplosionBlockCache cachedBlock = initialCache;
-+
-+ double d0 = CACHED_RAYS[ray];
-+ double d1 = CACHED_RAYS[ray + 1];
-+ double d2 = CACHED_RAYS[ray + 2];
-+ ray += 3;
-+ // Paper end - optimise explosions
- float f = this.radius * (0.7F + this.level.random.nextFloat() * 0.6F);
- double d4 = this.x;
- double d5 = this.y;
- double d6 = this.z;
-
- for (float f1 = 0.3F; f > 0.0F; f -= 0.22500001F) {
-- BlockPos blockposition = BlockPos.containing(d4, d5, d6);
-- BlockState iblockdata = this.level.getBlockState(blockposition);
-- if (!iblockdata.isDestroyable()) continue; // Paper - Protect Bedrock and End Portal/Frames from being destroyed
-- FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: Optimize call to getFluid for explosions
-+ // Paper start - optimise explosions
-+ final int blockX = Mth.floor(d4);
-+ final int blockY = Mth.floor(d5);
-+ final int blockZ = Mth.floor(d6);
-+
-+ final long key = BlockPos.asLong(blockX, blockY, blockZ);
-+
-+ if (cachedBlock.key != key) {
-+ final int cacheKey =
-+ (blockX & BLOCK_EXPLOSION_CACHE_MASK) |
-+ (blockY & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT) |
-+ (blockZ & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT + BLOCK_EXPLOSION_CACHE_SHIFT);
-+ cachedBlock = blockCache[cacheKey];
-+ if (cachedBlock == null || cachedBlock.key != key) {
-+ blockCache[cacheKey] = cachedBlock = this.getOrCacheExplosionBlock(blockX, blockY, blockZ, key, true);
-+ }
-+ }
-
-- if (!this.level.isInWorldBounds(blockposition)) {
-+ if (cachedBlock.outOfWorld) {
- break;
- }
-
-- Optional<Float> optional = this.damageCalculator.getBlockExplosionResistance(this, this.level, blockposition, iblockdata, fluid);
-+ BlockPos blockposition = cachedBlock.immutablePos;
-+ BlockState iblockdata = cachedBlock.blockState;
-+ // Paper end - optimise explosions
-
-- if (optional.isPresent()) {
-- f -= ((Float) optional.get() + 0.3F) * 0.3F;
-- }
-+ if (!iblockdata.isDestroyable()) continue; // Paper
-+ // Paper - optimise explosions
-
-- if (f > 0.0F && this.damageCalculator.shouldBlockExplode(this, this.level, blockposition, iblockdata, f)) {
-+ f -= cachedBlock.resistance; // Paper - optimise explosions
-+
-+ if (f > 0.0F && cachedBlock.shouldExplode == null) { // Paper - optimise explosions
-+ // Paper start - optimise explosions
-+ // note: we expect shouldBlockExplode to be pure with respect to power, as Vanilla currently is.
-+ // basically, it is unused, which allows us to cache the result
-+ final boolean shouldExplode = this.damageCalculator.shouldBlockExplode(this, this.level, cachedBlock.immutablePos, cachedBlock.blockState, f);
-+ cachedBlock.shouldExplode = shouldExplode ? Boolean.TRUE : Boolean.FALSE;
-+ if (shouldExplode && (this.fire || !cachedBlock.blockState.isAir())) {
-+ // Paper end - optimise explosions
- set.add(blockposition);
- // Paper start - prevent headless pistons from forming
- if (!io.papermc.paper.configuration.GlobalConfiguration.get().unsupportedSettings.allowHeadlessPistons && iblockdata.getBlock() == Blocks.MOVING_PISTON) {
-@@ -215,11 +528,12 @@ public class Explosion {
- }
- }
- // Paper end - prevent headless pistons from forming
-+ } // Paper - optimise explosions
- }
-
-- d4 += d0 * 0.30000001192092896D;
-- d5 += d1 * 0.30000001192092896D;
-- d6 += d2 * 0.30000001192092896D;
-+ d4 += d0; // Paper - optimise explosions
-+ d5 += d1; // Paper - optimise explosions
-+ d6 += d2; // Paper - optimise explosions
- }
- }
- }
-@@ -239,6 +553,8 @@ public class Explosion {
- Vec3 vec3d = new Vec3(this.x, this.y, this.z);
- Iterator iterator = list.iterator();
-
-+ final BlockPos.MutableBlockPos blockPos = new BlockPos.MutableBlockPos(); // Paper - optimise explosions
-+
- while (iterator.hasNext()) {
- Entity entity = (Entity) iterator.next();
-
-@@ -274,11 +590,11 @@ public class Explosion {
- for (EnderDragonPart entityComplexPart : ((EnderDragon) entity).subEntities) {
- // Calculate damage separately for each EntityComplexPart
- if (list.contains(entityComplexPart)) {
-- entityComplexPart.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entity));
-+ entityComplexPart.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entityComplexPart, getSeenFraction(vec3d, entityComplexPart, blockCache, blockPos))); // Paper - actually optimise explosions and use the right entity to calculate the damage
- }
- }
- } else {
-- entity.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entity));
-+ entity.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entity, getSeenFraction(vec3d, entity, blockCache, blockPos))); // Paper - actually optimise explosions
- }
-
- if (entity.lastDamageCancelled) { // SPIGOT-5339, SPIGOT-6252, SPIGOT-6777: Skip entity if damage event was cancelled
-@@ -287,7 +603,7 @@ public class Explosion {
- // CraftBukkit end
- }
-
-- double d12 = (1.0D - d7) * this.getBlockDensity(vec3d, entity); // Paper - Optimize explosions
-+ double d12 = (1.0D - d7) * this.getBlockDensity(vec3d, entity, blockCache, blockPos); // Paper - Optimize explosions
- double d13;
-
- if (entity instanceof LivingEntity) {
-@@ -334,6 +650,9 @@ public class Explosion {
- }
- }
-
-+ this.blockCache = null; // Paper - optimise explosions
-+ this.chunkPosCache = null; // Paper - optimise explosions
-+ this.chunkCache = null; // Paper - optimise explosions
- }
-
- public void finalizeExplosion(boolean particles) {
-@@ -547,14 +866,14 @@ public class Explosion {
- private BlockInteraction() {}
- }
- // Paper start - Optimize explosions
-- private float getBlockDensity(Vec3 vec3d, Entity entity) {
-+ private float getBlockDensity(Vec3 vec3d, Entity entity, ExplosionBlockCache[] blockCache, BlockPos.MutableBlockPos blockPos) { // Paper - optimise explosions
- if (!this.level.paperConfig().environment.optimizeExplosions) {
-- return getSeenPercent(vec3d, entity);
-+ return this.getSeenFraction(vec3d, entity, blockCache, blockPos); // Paper - optimise explosions
- }
- CacheKey key = new CacheKey(this, entity.getBoundingBox());
- Float blockDensity = this.level.explosionDensityCache.get(key);
- if (blockDensity == null) {
-- blockDensity = getSeenPercent(vec3d, entity);
-+ blockDensity = this.getSeenFraction(vec3d, entity, blockCache, blockPos); // Paper - optimise explosions;
- this.level.explosionDensityCache.put(key, blockDensity);
- }
-
-diff --git a/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java b/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
-index 4085949accf23728de9a2ff14249cd6ca9b71f8a..5b93c038331c1750260a42726f5bfb97998d93a9 100644
---- a/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
-+++ b/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
-@@ -22,11 +22,17 @@ public class ExplosionDamageCalculator {
- return true;
- }
-
-+ @io.papermc.paper.annotation.DoNotUse @Deprecated // Paper
- public float getEntityDamageAmount(Explosion explosion, Entity entity) {
-+ // Paper start - actually optimise explosions
-+ return this.getEntityDamageAmount(explosion, entity, Explosion.getSeenPercent(explosion.center(), entity));
-+ }
-+ public float getEntityDamageAmount(Explosion explosion, Entity entity, double seenPercent) {
-+ // Paper end - actually optimise explosions
- float f = explosion.radius() * 2.0F;
- Vec3 vec3 = explosion.center();
- double d = Math.sqrt(entity.distanceToSqr(vec3)) / (double)f;
-- double e = (1.0 - d) * (double)Explosion.getSeenPercent(vec3, entity);
-+ double e = (1.0 - d) * seenPercent; // Paper - actually optimise explosions
- return (float)((e * e + e) / 2.0 * 7.0 * (double)f + 1.0);
- }
- }