--- a/net/minecraft/world/inventory/CraftingMenu.java
+++ b/net/minecraft/world/inventory/CraftingMenu.java
@@ -30,13 +_,14 @@
     public final ContainerLevelAccess access;
     private final Player player;
     private boolean placingRecipe;
+    private @Nullable org.bukkit.craftbukkit.inventory.CraftInventoryView view = null; // CraftBukkit
 
     public CraftingMenu(int containerId, Inventory playerInventory) {
         this(containerId, playerInventory, ContainerLevelAccess.NULL);
     }
 
     public CraftingMenu(int containerId, Inventory playerInventory, ContainerLevelAccess access) {
-        super(MenuType.CRAFTING, containerId, 3, 3);
+        super(MenuType.CRAFTING, containerId, 3, 3, playerInventory); // CraftBukkit - pass player
         this.access = access;
         this.player = playerInventory.player;
         this.addResultSlot(this.player, 124, 35);
@@ -55,7 +_,32 @@
         CraftingInput craftInput = craftSlots.asCraftInput();
         ServerPlayer serverPlayer = (ServerPlayer)player;
         ItemStack itemStack = ItemStack.EMPTY;
+        // Paper start - Perf: Improve mass crafting; check last recipe used first
+        /*
+        When the server crafts all available items in CraftingMenu or InventoryMenu the game
+        checks either 4 or 9 times for each individual craft for a matching recipe for that container.
+        This check can be expensive if 64 total crafts are being performed with the recipe matching logic
+        being run 64 * 9 + 64 times. A breakdown of those times is below. This caches the last matching
+        recipe so that it is checked first and only if it doesn't match does the rest of the matching logic run.
+
+        Shift-click crafts are processed one at a time, so shift clicking on an item in the result of a iron block craft
+        where all the 9 inputs are full stacks of iron will run 64 iron block crafts. For each of those crafts, the
+        'remaining' blocks are calculated. This is due to recipes that have leftover items like buckets. This is done
+        for each craft, and done once to get the full 9 leftover items which are usually air. Then 1 item is removed
+        from each of the 9 inputs and each time that happens, logic is triggered to update the result itemstack. So
+        for each craft, that logic is run 9 times (hence the 64 * 9). The + 64 is from the 64 checks for remaining items.
+
+        After this change, the full iteration over all recipes checking for a match should run once for a full craft to find the
+        initial recipe match. Then that recipe will be checked first for all future recipe match checks.
+
+        See also: ResultSlot class
+         */
+        if (recipe == null) {
+            recipe = craftSlots.getCurrentRecipe();
+        }
+        // Paper end - Perf: Improve mass crafting; check last recipe used first
         Optional<RecipeHolder<CraftingRecipe>> recipeFor = level.getServer().getRecipeManager().getRecipeFor(RecipeType.CRAFTING, craftInput, level, recipe);
+        craftSlots.setCurrentRecipe(recipeFor.orElse(null)); // CraftBukkit
         if (recipeFor.isPresent()) {
             RecipeHolder<CraftingRecipe> recipeHolder = recipeFor.get();
             CraftingRecipe craftingRecipe = recipeHolder.value();
@@ -66,6 +_,7 @@
                 }
             }
         }
+        itemStack = org.bukkit.craftbukkit.event.CraftEventFactory.callPreCraftEvent(craftSlots, resultSlots, itemStack, menu.getBukkitView(), recipeFor.map(RecipeHolder::value).orElse(null) instanceof net.minecraft.world.item.crafting.RepairItemRecipe); // CraftBukkit
 
         resultSlots.setItem(0, itemStack);
         menu.setRemoteSlot(0, itemStack);
@@ -102,6 +_,7 @@
 
     @Override
     public boolean stillValid(Player player) {
+        if (!this.checkReachable) return true; // CraftBukkit
         return stillValid(this.access, player, Blocks.CRAFTING_TABLE);
     }
 
@@ -176,4 +_,17 @@
     protected Player owner() {
         return this.player;
     }
+
+    // CraftBukkit start
+    @Override
+    public org.bukkit.craftbukkit.inventory.CraftInventoryView getBukkitView() {
+        if (this.view != null) {
+            return this.view;
+        }
+
+        org.bukkit.craftbukkit.inventory.CraftInventoryCrafting inventory = new org.bukkit.craftbukkit.inventory.CraftInventoryCrafting(this.craftSlots, this.resultSlots);
+        this.view = new org.bukkit.craftbukkit.inventory.CraftInventoryView(this.player.getBukkitEntity(), inventory, this);
+        return this.view;
+    }
+    // CraftBukkit end
 }
