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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Brokkonaut <hannos17@gmx.de>
Date: Sat, 18 Dec 2021 19:43:36 +0100
Subject: [PATCH] Workaround for client lag spikes (MC-162253)

When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.

This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).

Original patch by: MeFisto94 <MeFisto94@users.noreply.github.com>
Co-authored-by: =?UTF-8?q?Dani=C3=ABl=20Goossens?= <daniel@goossens.ch>
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>

diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 77c89376495d90d0e7cbf6cd02c9a1c8d9a4340b..649355158ed435e242a48f4aaa4578bcc2a808dd 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -2171,6 +2171,46 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
 
     }
 
+    // Paper start - Fix MC-162253
+    /**
+     * Returns the light mask for the given chunk consisting of all non-empty sections that may need sending.
+     */
+    private BitSet lightMask(final LevelChunk chunk) {
+        final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+        final BitSet mask = new BitSet(this.lightEngine.getLightSectionCount());
+
+        // There are 2 more light sections than chunk sections so when iterating over
+        // sections we have to increment the index by 1
+        for (int i = 0; i < sections.length; i++) {
+            if (!sections[i].hasOnlyAir()) {
+                // Whenever a section is not empty, it can change lighting for the section itself (i + 1), the section below, and the section above
+                mask.set(i);
+                mask.set(i + 1);
+                mask.set(i + 2);
+                i++; // We can skip the already set upper section
+            }
+        }
+        return mask;
+    }
+
+    /**
+     * Returns the ceiling light mask of all sections that are equal or lower to the highest non-empty section.
+     */
+    private BitSet ceilingLightMask(final LevelChunk chunk) {
+        final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+        for (int i = sections.length - 1; i >= 0; i--) {
+            if (!sections[i].hasOnlyAir()) {
+                // Add one to get the light section, one because blocks in the section above may change, and another because BitSet's toIndex is exclusive
+                final int highest = i + 3;
+                final BitSet mask = new BitSet(highest);
+                mask.set(0, highest);
+                return mask;
+            }
+        }
+        return new BitSet();
+    }
+    // Paper end - Fix MC-162253
+
     // Paper start - Anti-Xray - Bypass
     private void playerLoadedChunk(ServerPlayer player, MutableObject<java.util.Map<Object, ClientboundLevelChunkWithLightPacket>> cachedDataPackets, LevelChunk chunk) {
         if (cachedDataPackets.getValue() == null) {
@@ -2179,6 +2219,45 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
 
         Boolean shouldModify = chunk.getLevel().chunkPacketBlockController.shouldModify(player, chunk);
         player.trackChunk(chunk.getPos(), (Packet) cachedDataPackets.getValue().computeIfAbsent(shouldModify, (s) -> {
+            // Paper start - Fix MC-162253
+            final int viewDistance = getEffectiveViewDistance();
+            final int playerChunkX = player.getBlockX() >> 4;
+            final int playerChunkZ = player.getBlockZ() >> 4;
+
+            // For all loaded neighbours, send sky light for empty sections above highest non-empty section (+1) of the center chunk
+            // otherwise the client will try to calculate lighting there on its own
+            final BitSet lightMask = lightMask(chunk);
+            if (!lightMask.isEmpty()) {
+                for (int x = -1; x <= 1; x++) {
+                    for (int z = -1; z <= 1; z++) {
+                        if (x == 0 && z == 0) {
+                            continue;
+                        }
+
+                        if (!chunk.isNeighbourLoaded(x, z)) {
+                            continue;
+                        }
+
+                        final int neighborChunkX = chunk.getPos().x + x;
+                        final int neighborChunkZ = chunk.getPos().z + z;
+                        final int distX = Math.abs(playerChunkX - neighborChunkX);
+                        final int distZ = Math.abs(playerChunkZ - neighborChunkZ);
+                        if (Math.max(distX, distZ) > viewDistance) {
+                            continue;
+                        }
+
+                        final LevelChunk neighbor = chunk.getRelativeNeighbourIfLoaded(x, z);
+                        final BitSet updateLightMask = (BitSet) lightMask.clone();
+                        updateLightMask.andNot(ceilingLightMask(neighbor));
+                        if (updateLightMask.isEmpty()) {
+                            continue;
+                        }
+
+                        player.connection.send(new net.minecraft.network.protocol.game.ClientboundLightUpdatePacket(new ChunkPos(neighborChunkX, neighborChunkZ), this.lightEngine, updateLightMask, null, true));
+                    }
+                }
+            }
+            // Paper end - Fix MC-162253
             return new ClientboundLevelChunkWithLightPacket(chunk, this.lightEngine, (BitSet) null, (BitSet) null, true, (Boolean) s);
         }));
         // Paper end