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 diff --git a/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/net/minecraft/server/network/ServerGamePacketListenerImpl.java index 083585a6ab84394a2bc2de6f317c69c7b596e917..b7365e8b410a9e37257cf0a4e79a6f4f82dbbefb 100644 --- a/net/minecraft/server/network/ServerGamePacketListenerImpl.java +++ b/net/minecraft/server/network/ServerGamePacketListenerImpl.java @@ -562,7 +562,7 @@ public class ServerGamePacketListenerImpl return; } - boolean flag = serverLevel.noCollision(rootVehicle, rootVehicle.getBoundingBox().deflate(0.0625)); + AABB oldBox = rootVehicle.getBoundingBox(); // Paper - copy from player movement packet d3 = d - this.vehicleLastGoodX; // Paper - diff on change, used for checking large move vectors above d4 = d1 - this.vehicleLastGoodY; // Paper - diff on change, used for checking large move vectors above d5 = d2 - this.vehicleLastGoodZ; // Paper - diff on change, used for checking large move vectors above @@ -572,6 +572,7 @@ public class ServerGamePacketListenerImpl } rootVehicle.move(MoverType.PLAYER, new Vec3(d3, d4, d5)); + boolean didCollide = toX != rootVehicle.getX() || toY != rootVehicle.getY() || toZ != rootVehicle.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... d3 = d - rootVehicle.getX(); d4 = d1 - rootVehicle.getY(); if (d4 > -0.5 || d4 < 0.5) { @@ -582,14 +583,22 @@ public class ServerGamePacketListenerImpl d7 = d3 * d3 + d4 * d4 + d5 * d5; boolean flag2 = false; if (d7 > org.spigotmc.SpigotConfig.movedWronglyThreshold) { // Spigot - flag2 = true; + flag2 = true; // Paper - diff on change, this should be moved wrongly LOGGER.warn("{} (vehicle of {}) moved wrongly! {}", rootVehicle.getName().getString(), this.player.getName().getString(), Math.sqrt(d7)); } rootVehicle.absMoveTo(d, d1, d2, f, f1); this.player.absMoveTo(d, d1, d2, this.player.getYRot(), this.player.getXRot()); // CraftBukkit - boolean flag3 = serverLevel.noCollision(rootVehicle, rootVehicle.getBoundingBox().deflate(0.0625)); - 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 = rootVehicle.getBoundingBox(); + if (didCollide || !oldBox.equals(newBox)) { + teleportBack = this.hasNewCollision(serverLevel, rootVehicle, oldBox, newBox); + } // else: no collision at all detected, why do we care? + } + if (teleportBack) { // Paper end - optimise out extra getCubes rootVehicle.absMoveTo(x, y, z, f, f1); this.player.absMoveTo(x, y, z, this.player.getYRot(), this.player.getXRot()); // CraftBukkit this.send(ClientboundMoveVehiclePacket.fromEntity(rootVehicle)); @@ -667,9 +676,32 @@ public class ServerGamePacketListenerImpl } private boolean noBlocksAround(Entity entity) { - return entity.level() - .getBlockStates(entity.getBoundingBox().inflate(0.0625).expandTowards(0.0, -0.55, 0.0)) - .allMatch(BlockBehaviour.BlockStateBase::isAir); + // Paper start - stop using streams, this is already a known fixed problem in Entity#move + AABB box = entity.getBoundingBox().inflate(0.0625).expandTowards(0.0, -0.55, 0.0); + 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 level = 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 blockState = level.getBlockStateIfLoaded(pos); + if (blockState != null && !blockState.isAir()) { + return false; + } + } + } + } + + return true; + // Paper end - stop using streams, this is already a known fixed problem in Entity#move } @Override @@ -1361,7 +1393,7 @@ public class ServerGamePacketListenerImpl } } - AABB boundingBox = this.player.getBoundingBox(); + AABB boundingBox = this.player.getBoundingBox(); // Paper - diff on change, should be old AABB d3 = d - this.lastGoodX; // Paper - diff on change, used for checking large move vectors above d4 = d1 - this.lastGoodY; // Paper - diff on change, used for checking large move vectors above d5 = d2 - this.lastGoodZ; // Paper - diff on change, used for checking large move vectors above @@ -1400,6 +1432,7 @@ public class ServerGamePacketListenerImpl boolean flag1 = this.player.verticalCollisionBelow; this.player.move(MoverType.PLAYER, new Vec3(d3, d4, d5)); 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. @@ -1431,7 +1464,17 @@ public class ServerGamePacketListenerImpl } // Paper start - Add fail move event - boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && (movedWrongly && serverLevel.noCollision(this.player, boundingBox) || this.isPlayerCollidingWithAnythingNew(serverLevel, boundingBox, d, d1, d2)); + // Paper start - optimise out extra getCubes + boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && movedWrongly; + this.player.absMoveTo(d, 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 || !boundingBox.equals(newBox)) { + // note: only call after setLocation, or else getBoundingBox is wrong + teleportBack = this.hasNewCollision(serverLevel, this.player, boundingBox, 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); @@ -1567,7 +1610,7 @@ public class ServerGamePacketListenerImpl private boolean updateAwaitingTeleport() { 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, @@ -1586,6 +1629,33 @@ public class ServerGamePacketListenerImpl } } + // Paper start - optimise out extra getCubes + private boolean hasNewCollision(final ServerLevel level, final Entity entity, final AABB oldBox, final AABB newBox) { + final List collisionsBB = new java.util.ArrayList<>(); + final List collisionsVoxel = new java.util.ArrayList<>(); + ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.getCollisions( + level, entity, newBox, collisionsVoxel, collisionsBB, + ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.COLLISION_FLAG_COLLIDE_WITH_UNLOADED_CHUNKS | ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.COLLISION_FLAG_CHECK_BORDER, + null, null + ); + + for (int i = 0, len = collisionsBB.size(); i < len; ++i) { + final AABB box = collisionsBB.get(i); + if (!ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.voxelShapeIntersect(box, oldBox)) { + return true; + } + } + + for (int i = 0, len = collisionsVoxel.size(); i < len; ++i) { + final VoxelShape voxel = collisionsVoxel.get(i); + if (!ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.voxelShapeIntersectNoEmpty(voxel, oldBox)) { + return true; + } + } + + return false; + } + // Paper end - optimise out extra getCubes private boolean isPlayerCollidingWithAnythingNew(LevelReader level, AABB box, double x, double y, double z) { AABB aabb = this.player.getBoundingBox().move(x - this.player.getX(), y - this.player.getY(), z - this.player.getZ()); Iterable collisions = level.getCollisions(this.player, aabb.deflate(1.0E-5F));