testserver/Spigot-Server-Patches/0074-Only-process-BlockPhys...

83 lines
5.6 KiB
Diff
Raw Normal View History

From 502e755dbee48a834cc2ec9b4365733b22f5db62 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Mon, 28 Mar 2016 19:55:45 -0400
Subject: [PATCH] Only process BlockPhysicsEvent if a plugin has a listener
Saves on some object allocation and processing when no plugin listens to this
diff --git a/src/main/java/net/minecraft/server/BlockPlant.java b/src/main/java/net/minecraft/server/BlockPlant.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index ed1da4f4ba..a6891b9fa7 100644
--- a/src/main/java/net/minecraft/server/BlockPlant.java
+++ b/src/main/java/net/minecraft/server/BlockPlant.java
2019-04-27 03:05:36 +00:00
@@ -16,7 +16,7 @@ public class BlockPlant extends Block {
public IBlockData updateState(IBlockData iblockdata, EnumDirection enumdirection, IBlockData iblockdata1, GeneratorAccess generatoraccess, BlockPosition blockposition, BlockPosition blockposition1) {
// CraftBukkit start
if (!iblockdata.canPlace(generatoraccess, blockposition)) {
- if (!org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPhysicsEvent(generatoraccess, blockposition).isCancelled()) {
+ if (!(generatoraccess instanceof WorldServer && ((WorldServer) generatoraccess).hasPhysicsEvent) || !org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPhysicsEvent(generatoraccess, blockposition).isCancelled()) { // Paper
return Blocks.AIR.getBlockData();
}
}
diff --git a/src/main/java/net/minecraft/server/BlockTallPlant.java b/src/main/java/net/minecraft/server/BlockTallPlant.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 42e86881bd..6cdce11581 100644
--- a/src/main/java/net/minecraft/server/BlockTallPlant.java
+++ b/src/main/java/net/minecraft/server/BlockTallPlant.java
2019-04-27 03:05:36 +00:00
@@ -55,7 +55,7 @@ public class BlockTallPlant extends BlockPlant {
@Override
public void a(World world, BlockPosition blockposition, IBlockData iblockdata, EntityHuman entityhuman) {
// CraftBukkit start
- if (org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPhysicsEvent(world, blockposition).isCancelled()) {
+ if (((WorldServer)world).hasPhysicsEvent && org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPhysicsEvent(world, blockposition).isCancelled()) { // Paper
return;
}
// CraftBukkit end
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 11f81ab364..773f93edb7 100644
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
@@ -1147,6 +1147,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
while (iterator.hasNext()) {
2019-04-27 03:05:36 +00:00
WorldServer worldserver = (WorldServer) iterator.next();
+ worldserver.hasPhysicsEvent = org.bukkit.event.block.BlockPhysicsEvent.getHandlerList().getRegisteredListeners().length > 0; // Paper
if (true || worldserver.worldProvider.getDimensionManager() == DimensionManager.OVERWORLD || this.getAllowNether()) { // CraftBukkit
this.methodProfiler.a(() -> {
return worldserver.getWorldData().getName() + " " + IRegistry.DIMENSION_TYPE.getKey(worldserver.worldProvider.getDimensionManager());
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 6b1ff8f64f..1edd030865 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -369,7 +369,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
// CraftBukkit start
iblockdata1.b(this, blockposition, j); // Don't call an event for the old block to limit event spam
CraftWorld world = ((WorldServer) this).getWorld();
- if (world != null) {
+ if (world != null && ((WorldServer)this).hasPhysicsEvent) { // Paper
BlockPhysicsEvent event = new BlockPhysicsEvent(world.getBlockAt(blockposition.getX(), blockposition.getY(), blockposition.getZ()), CraftBlockData.fromData(iblockdata));
this.getServer().getPluginManager().callEvent(event);
@@ -481,7 +481,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
try {
// CraftBukkit start
CraftWorld world = ((WorldServer) this).getWorld();
- if (world != null) {
+ if (world != null && ((WorldServer)this).hasPhysicsEvent) { // Paper
BlockPhysicsEvent event = new BlockPhysicsEvent(world.getBlockAt(blockposition.getX(), blockposition.getY(), blockposition.getZ()), CraftBlockData.fromData(iblockdata), world.getBlockAt(blockposition1.getX(), blockposition1.getY(), blockposition1.getZ()));
this.getServer().getPluginManager().callEvent(event);
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 96ed2da1f8..9d0edf5382 100644
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
@@ -75,6 +75,7 @@ public class WorldServer extends World {
2019-05-14 02:20:58 +00:00
2019-04-27 03:05:36 +00:00
// CraftBukkit start
private int tickPosition;
+ boolean hasPhysicsEvent = true; // Paper
2019-04-27 03:05:36 +00:00
// Add env and gen to constructor
public WorldServer(MinecraftServer minecraftserver, Executor executor, WorldNBTStorage worldnbtstorage, WorldData worlddata, DimensionManager dimensionmanager, GameProfilerFiller gameprofilerfiller, WorldLoadListener worldloadlistener, org.bukkit.World.Environment env, org.bukkit.generator.ChunkGenerator gen) {
--
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
2.26.2