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14 first feature patches
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@@ -0,0 +1,95 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 02:37:57 -0400
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Subject: [PATCH] Optimize Collision to not load chunks
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The collision code takes an AABB and generates a cuboid of checks rather
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than a cylinder, so at high velocity this can generate a lot of chunk checks.
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Treat an unloaded chunk as a collision for entities, and also for players if
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the "prevent moving into unloaded chunks" setting is enabled.
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If that serting is not enabled, collisions will be ignored for players, since
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movement will load only the chunk the player enters anyways and avoids loading
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massive amounts of surrounding chunks due to large AABB lookups.
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diff --git a/net/minecraft/world/entity/Entity.java b/net/minecraft/world/entity/Entity.java
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index e5fd79bba597b6463a050b68e11dc9b5bcb836b0..6c41a4771ece889ebf4328d273f39bdf09c299ba 100644
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--- a/net/minecraft/world/entity/Entity.java
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+++ b/net/minecraft/world/entity/Entity.java
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@@ -228,6 +228,7 @@ public abstract class Entity implements SyncedDataHolder, Nameable, EntityAccess
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// Paper end - Share random for entities to make them more random
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public @Nullable org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason spawnReason; // Paper - Entity#getEntitySpawnReason
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+ public boolean collisionLoadChunks = false; // Paper
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private @Nullable org.bukkit.craftbukkit.entity.CraftEntity bukkitEntity;
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public org.bukkit.craftbukkit.entity.CraftEntity getBukkitEntity() {
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diff --git a/net/minecraft/world/level/BlockCollisions.java b/net/minecraft/world/level/BlockCollisions.java
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index ed6e4f9fd0c7ad1219e66bc1cb4038191dd6edd8..45a20dbb935b12d429153463dba5d6fd3385dd7a 100644
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--- a/net/minecraft/world/level/BlockCollisions.java
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+++ b/net/minecraft/world/level/BlockCollisions.java
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@@ -80,16 +80,37 @@ public class BlockCollisions<T> extends AbstractIterator<T> {
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@Override
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protected T computeNext() {
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while (this.cursor.advance()) {
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- int i = this.cursor.nextX();
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- int i1 = this.cursor.nextY();
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- int i2 = this.cursor.nextZ();
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+ int i = this.cursor.nextX(); final int x = i; // Paper - OBFHELPER
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+ int i1 = this.cursor.nextY(); final int y = i1; // Paper - OBFHELPER
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+ int i2 = this.cursor.nextZ(); final int z = i2; // Paper - OBFHELPER
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int nextType = this.cursor.getNextType();
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if (nextType != 3) {
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- BlockGetter chunk = this.getChunk(i, i2);
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- if (chunk != null) {
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- this.pos.set(i, i1, i2);
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- BlockState blockState = chunk.getBlockState(this.pos);
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- if ((!this.onlySuffocatingBlocks || blockState.isSuffocating(chunk, this.pos))
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+ // Paper start - ensure we don't load chunks
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+ // BlockGetter blockGetter = this.getChunk(i, k);
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+ if (true) {
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+ @Nullable final Entity source = this.context instanceof net.minecraft.world.phys.shapes.EntityCollisionContext entityContext ? entityContext.getEntity() : null;
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+ final boolean far = source != null && io.papermc.paper.util.MCUtil.distanceSq(source.getX(), y, source.getZ(), x, y, z) > 14;
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+ this.pos.set(x, y, z);
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+ BlockState blockState;
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+ if (this.collisionGetter instanceof net.minecraft.server.level.WorldGenRegion) {
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+ BlockGetter blockGetter = this.getChunk(x, z);
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+ if (blockGetter == null) {
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+ continue;
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+ }
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+ blockState = blockGetter.getBlockState(this.pos);
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+ } else if ((!far && source instanceof net.minecraft.server.level.ServerPlayer) || (source != null && source.collisionLoadChunks)) {
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+ blockState = this.collisionGetter.getBlockState(this.pos);
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+ } else {
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+ blockState = this.collisionGetter.getBlockStateIfLoaded(this.pos);
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+ }
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+ if (blockState == null) {
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+ if (!(source instanceof net.minecraft.server.level.ServerPlayer) || source.level().paperConfig().chunks.preventMovingIntoUnloadedChunks) {
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+ return this.resultProvider.apply(new BlockPos.MutableBlockPos(x, y, z), Shapes.create(far ? source.getBoundingBox() : new AABB(new BlockPos(x, y, z))));
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+ }
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+ continue;
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+ }
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+ if (true // onlySuffocatingBlocks is only true on the client, so we don't care about it here
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+ // Paper end - ensure we don't load chunks
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&& (nextType != 1 || blockState.hasLargeCollisionShape())
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&& (nextType != 2 || blockState.is(Blocks.MOVING_PISTON))) {
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VoxelShape collisionShape = this.context.getCollisionShape(blockState, this.collisionGetter, this.pos);
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diff --git a/net/minecraft/world/level/CollisionGetter.java b/net/minecraft/world/level/CollisionGetter.java
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index 8956e5d66481d8ca874999df8f38eb28651362db..056005f0728ba14c9d0dd9dd16400a35a9656243 100644
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--- a/net/minecraft/world/level/CollisionGetter.java
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+++ b/net/minecraft/world/level/CollisionGetter.java
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@@ -50,11 +50,13 @@ public interface CollisionGetter extends BlockGetter {
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}
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default boolean noCollision(@Nullable Entity entity, AABB collisionBox, boolean checkLiquid) {
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+ try { if (entity != null) entity.collisionLoadChunks = true; // Paper
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for (VoxelShape voxelShape : checkLiquid ? this.getBlockAndLiquidCollisions(entity, collisionBox) : this.getBlockCollisions(entity, collisionBox)) {
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if (!voxelShape.isEmpty()) {
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return false;
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}
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}
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+ } finally { if (entity != null) entity.collisionLoadChunks = false; } // Paper
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if (!this.getEntityCollisions(entity, collisionBox).isEmpty()) {
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return false;
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