testserver/Spigot-Server-Patches/0435-Optimise-random-block-...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Mon, 27 Jan 2020 21:28:00 -0800
Subject: [PATCH] Optimise random block ticking
Massive performance improvement for random block ticking.
The performance increase comes from the fact that the vast
majority of attempted block ticks (~95% in my testing) fail
because the randomly selected block is not tickable.
Now only tickable blocks are targeted, however this means that
the maximum number of block ticks occurs per chunk. However,
not all chunks are going to be targeted. The percent chance
of a chunk being targeted is based on how many tickable blocks
are in the chunk.
This means that while block ticks are spread out less, the
total number of blocks ticked per world tick remains the same.
Therefore, the chance of a random tickable block being ticked
remains the same.
diff --git a/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java b/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java
new file mode 100644
index 0000000000000000000000000000000000000000..3edc8e52e06a62ce9f8cc734fd7458b37cfaad91
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/util/math/ThreadUnsafeRandom.java
@@ -0,0 +1,46 @@
+package com.destroystokyo.paper.util.math;
+
+import java.util.Random;
+
+public final class ThreadUnsafeRandom extends Random {
+
+ // See javadoc and internal comments for java.util.Random where these values come from, how they are used, and the author for them.
+ private static final long multiplier = 0x5DEECE66DL;
+ private static final long addend = 0xBL;
+ private static final long mask = (1L << 48) - 1;
+
+ private static long initialScramble(long seed) {
+ return (seed ^ multiplier) & mask;
+ }
+
+ private long seed;
+
+ @Override
+ public void setSeed(long seed) {
+ // note: called by Random constructor
+ this.seed = initialScramble(seed);
+ }
+
+ @Override
+ protected int next(int bits) {
+ // avoid the expensive CAS logic used by superclass
+ return (int) (((this.seed = this.seed * multiplier + addend) & mask) >>> (48 - bits));
+ }
+
+ // Taken from
+ // https://lemire.me/blog/2016/06/27/a-fast-alternative-to-the-modulo-reduction/
+ // https://github.com/lemire/Code-used-on-Daniel-Lemire-s-blog/blob/master/2016/06/25/fastrange.c
+ // Original license is public domain
+ public static int fastRandomBounded(final long randomInteger, final long limit) {
+ // randomInteger must be [0, pow(2, 32))
+ // limit must be [0, pow(2, 32))
+ return (int)((randomInteger * limit) >>> 32);
+ }
+
+ @Override
+ public int nextInt(int bound) {
+ // yes this breaks random's spec
+ // however there's nothing that uses this class that relies on it
+ return fastRandomBounded(this.next(32) & 0xFFFFFFFFL, bound);
+ }
+}
diff --git a/src/main/java/net/minecraft/server/Block.java b/src/main/java/net/minecraft/server/Block.java
index e29ec958b3519d92cda215a50e97e6852d71c684..e40375b67a4a321048c87002a07fde5c5d2395db 100644
--- a/src/main/java/net/minecraft/server/Block.java
+++ b/src/main/java/net/minecraft/server/Block.java
@@ -109,8 +109,8 @@ public class Block implements IMaterial {
return iblockdata.d(iblockaccess, blockposition, EnumDirection.UP) && this.n < 14;
}
- @Deprecated
- public boolean d(IBlockData iblockdata) {
+ public final boolean isAir(IBlockData iblockdata) { return this.d(iblockdata); } // Paper - OBFHELPER
+ @Deprecated public boolean d(IBlockData iblockdata) { // Paper - OBFHELPER
return false;
}
diff --git a/src/main/java/net/minecraft/server/BlockFluids.java b/src/main/java/net/minecraft/server/BlockFluids.java
index 6d351f0979ecfa8e500edf8dd03b4a455fd5d180..a44f65f40d2080b63069602a454266ee6fe6cff7 100644
--- a/src/main/java/net/minecraft/server/BlockFluids.java
+++ b/src/main/java/net/minecraft/server/BlockFluids.java
@@ -27,7 +27,7 @@ public class BlockFluids extends Block implements IFluidSource {
@Override
public void b(IBlockData iblockdata, WorldServer worldserver, BlockPosition blockposition, Random random) {
- worldserver.getFluid(blockposition).b(worldserver, blockposition, random);
+ iblockdata.getFluid().b(worldserver, blockposition, random); // Paper - avoid getType call
}
@Override
diff --git a/src/main/java/net/minecraft/server/BlockPosition.java b/src/main/java/net/minecraft/server/BlockPosition.java
index a3a376e35eaf17b128048bd26a22eef713e7d535..3fcfe416d26808fa1c9bfdc5b413b149764c544a 100644
--- a/src/main/java/net/minecraft/server/BlockPosition.java
+++ b/src/main/java/net/minecraft/server/BlockPosition.java
@@ -452,6 +452,7 @@ public class BlockPosition extends BaseBlockPosition implements MinecraftSeriali
return this.d(MathHelper.floor(d0), MathHelper.floor(d1), MathHelper.floor(d2));
}
+ public final BlockPosition.MutableBlockPosition setValues(final BaseBlockPosition baseblockposition) { return this.g(baseblockposition); } // Paper - OBFHELPER
public BlockPosition.MutableBlockPosition g(BaseBlockPosition baseblockposition) {
return this.d(baseblockposition.getX(), baseblockposition.getY(), baseblockposition.getZ());
}
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
index af9a195f6d0f966133577d00d30e8b4ad812aaeb..cfdf6ea55dedeaf6b96566b72ca0015350c13e92 100644
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
@@ -592,8 +592,8 @@ public class Chunk implements IChunkAccess {
this.entities.remove(entity); // Paper
}
- @Override
- public int a(HeightMap.Type heightmap_type, int i, int j) {
+ public int getHighestBlockY(HeightMap.Type heightmap_type, int i, int j) { return this.a(heightmap_type, i, j) + 1; } // Paper - sort of an obfhelper, but without -1
+ @Override public int a(HeightMap.Type heightmap_type, int i, int j) { // Paper
return ((HeightMap) this.heightMap.get(heightmap_type)).a(i & 15, j & 15) - 1;
}
diff --git a/src/main/java/net/minecraft/server/ChunkSection.java b/src/main/java/net/minecraft/server/ChunkSection.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
index c180d44bed91c86838d3be8c19be954b4412534e..4eb7c1a9b5afced4be79a263e6a918f39c4b51be 100644
--- a/src/main/java/net/minecraft/server/ChunkSection.java
+++ b/src/main/java/net/minecraft/server/ChunkSection.java
@@ -6,12 +6,14 @@ import javax.annotation.Nullable;
public class ChunkSection {
public static final DataPalette<IBlockData> GLOBAL_PALETTE = new DataPaletteGlobal<>(Block.REGISTRY_ID, Blocks.AIR.getBlockData());
- private final int yPos;
+ final int yPos; // Paper - private -> package-private
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
short nonEmptyBlockCount; // Paper - package-private
- private short tickingBlockCount;
+ short tickingBlockCount; // Paper - private -> package-private
private short e;
final DataPaletteBlock<IBlockData> blockIds;
+ final com.destroystokyo.paper.util.maplist.IBlockDataList tickingList = new com.destroystokyo.paper.util.maplist.IBlockDataList(); // Paper
+
// Paper start - Anti-Xray - Add parameters
@Deprecated public ChunkSection(int i) { this(i, null, null, true); } // Notice for updates: Please make sure this constructor isn't used anywhere
public ChunkSection(int i, IChunkAccess chunk, World world, boolean initializeBlocks) {
@@ -66,6 +68,9 @@ public class ChunkSection {
--this.nonEmptyBlockCount;
if (iblockdata1.q()) {
--this.tickingBlockCount;
+ // Paper start
+ this.tickingList.remove(i, j, k);
+ // Paper end
}
}
@@ -77,6 +82,9 @@ public class ChunkSection {
++this.nonEmptyBlockCount;
if (iblockdata.q()) {
++this.tickingBlockCount;
+ // Paper start
+ this.tickingList.add(i, j, k, iblockdata);
+ // Paper end
}
}
@@ -112,23 +120,29 @@ public class ChunkSection {
}
public void recalcBlockCounts() {
+ // Paper start
+ this.tickingList.clear();
+ // Paper end
this.nonEmptyBlockCount = 0;
this.tickingBlockCount = 0;
this.e = 0;
- this.blockIds.a((iblockdata, i) -> {
+ this.blockIds.forEachLocation((iblockdata, location) -> { // Paper
Fluid fluid = iblockdata.getFluid();
if (!iblockdata.isAir()) {
- this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + i);
+ this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + 1); // Paper
if (iblockdata.q()) {
- this.tickingBlockCount = (short) (this.tickingBlockCount + i);
+ this.tickingBlockCount = (short) (this.tickingBlockCount + 1); // Paper
+ // Paper start
+ this.tickingList.add(location, iblockdata);
+ // Paper end
}
}
if (!fluid.isEmpty()) {
- this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + i);
+ this.nonEmptyBlockCount = (short) (this.nonEmptyBlockCount + 1); // Paper
if (fluid.h()) {
- this.e = (short) (this.e + i);
+ this.e = (short) (this.e + 1); // Paper
}
}
diff --git a/src/main/java/net/minecraft/server/DataBits.java b/src/main/java/net/minecraft/server/DataBits.java
index f9680b6830c77f31e1eb8b6845dd6d58d04f624a..a61cffa3f494be5fea785a573b0faf05b149a30d 100644
--- a/src/main/java/net/minecraft/server/DataBits.java
+++ b/src/main/java/net/minecraft/server/DataBits.java
@@ -127,4 +127,46 @@ public class DataBits {
}
}
+
+ // Paper start
+ public final void forEach(DataBitConsumer consumer) {
+ // Note: copied from above
+ int i = this.a.length;
+
+ if (i != 0) {
+ int j = 0;
+ long k = this.a[0];
+ long l = i > 1 ? this.a[1] : 0L;
+
+ for (int i1 = 0; i1 < this.d; ++i1) {
+ int j1 = i1 * this.b;
+ int k1 = j1 >> 6;
+ int l1 = (i1 + 1) * this.b - 1 >> 6;
+ int i2 = j1 ^ k1 << 6;
+
+ if (k1 != j) {
+ k = l;
+ l = k1 + 1 < i ? this.a[k1 + 1] : 0L;
+ j = k1;
+ }
+
+ if (k1 == l1) {
+ consumer.accept(i1, (int) (k >>> i2 & this.c));
+ } else {
+ int j2 = 64 - i2;
+
+ consumer.accept(i1, (int) ((k >>> i2 | l << j2) & this.c));
+ }
+ }
+
+ }
+ }
+
+ @FunctionalInterface
+ static interface DataBitConsumer {
+
+ void accept(int location, int data);
+
+ }
+ // Paper end
}
diff --git a/src/main/java/net/minecraft/server/DataPaletteBlock.java b/src/main/java/net/minecraft/server/DataPaletteBlock.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
index a5ea0e34ec181ad9f98f9ee2f644c3ec1eb1cd3c..81362de5430f9cd045ee7cbefa4a28e4c6bc0457 100644
--- a/src/main/java/net/minecraft/server/DataPaletteBlock.java
+++ b/src/main/java/net/minecraft/server/DataPaletteBlock.java
@@ -278,6 +278,14 @@ public class DataPaletteBlock<T> implements DataPaletteExpandable<T> {
});
}
+ // Paper start
+ public void forEachLocation(DataPaletteBlock.a<T> datapaletteblock_a) {
+ this.getDataBits().forEach((int location, int data) -> {
+ datapaletteblock_a.accept(this.getDataPalette().getObject(data), location);
+ });
+ }
+ // Paper end
+
@FunctionalInterface
public interface a<T> {
2020-02-27 08:42:48 +00:00
diff --git a/src/main/java/net/minecraft/server/EntityTurtle.java b/src/main/java/net/minecraft/server/EntityTurtle.java
index dd02cb3485021c3afd23c2985a71e93c6b0ab07d..b24a5100b452f69f771b724ca96d34613c7fa170 100644
2020-02-27 08:42:48 +00:00
--- a/src/main/java/net/minecraft/server/EntityTurtle.java
+++ b/src/main/java/net/minecraft/server/EntityTurtle.java
@@ -29,7 +29,7 @@ public class EntityTurtle extends EntityAnimal {
public final void setHome(BlockPosition pos) { g(pos); } // Paper - OBFHELPER
public void g(BlockPosition blockposition) {
- this.datawatcher.set(EntityTurtle.bx, blockposition);
+ this.datawatcher.set(EntityTurtle.bx, blockposition.immutableCopy()); // Paper - make sure home position can't change
}
public final BlockPosition getHome() { return this.es(); } // Paper - OBFHELPER
diff --git a/src/main/java/net/minecraft/server/IBlockData.java b/src/main/java/net/minecraft/server/IBlockData.java
index 321eae23c575528788b1b575f17593580d6ba737..b19bbbbc81376177751396a2de9452ce1f84c06b 100644
--- a/src/main/java/net/minecraft/server/IBlockData.java
+++ b/src/main/java/net/minecraft/server/IBlockData.java
@@ -22,11 +22,15 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
private IBlockData.a c;
private final int d;
private final boolean e;
+ private final boolean isAir; // Paper
+ private final boolean isTicking; // Paper
public IBlockData(Block block, ImmutableMap<IBlockState<?>, Comparable<?>> immutablemap) {
super(block, immutablemap);
this.d = block.a(this);
this.e = block.o(this);
+ this.isAir = this.getBlock().isAir(this); // Paper
+ this.isTicking = this.getBlock().isTicking(this); // Paper
}
public void c() {
@@ -82,8 +86,8 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
return this.d;
}
- public boolean isAir() {
- return this.getBlock().d(this);
+ public final boolean isAir() { // Paper - compile fail if the impl changes
+ return this.isAir; // Paper - improve inlining of isAir
}
public MaterialMapColor c(IBlockAccess iblockaccess, BlockPosition blockposition) {
@@ -268,12 +272,19 @@ public class IBlockData extends BlockDataAbstract<Block, IBlockData> implements
return this.getBlock().a(tag);
}
+ private Fluid fluidData; // Paper - cache result
public Fluid getFluid() {
- return this.getBlock().a_(this);
+ // Paper start
+ // This can't be done during the constructor, order issues
+ if (this.fluidData != null) {
+ return this.fluidData;
+ }
+ return this.fluidData = this.getBlock().a_(this);
+ // Paper end
}
public boolean q() {
- return this.getBlock().isTicking(this);
+ return this.isTicking; // Paper
}
public final SoundEffectType getStepSound() { return this.r(); } // Paper - OBFHELPER
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 05:25:11 +00:00
index dab9d36dfcda6f363fb78ad6be6a0306786945ae..6f7da0a79bbbb2be354796033baa498845aaea7c 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -1564,10 +1564,19 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
public abstract TagRegistry t();
public BlockPosition a(int i, int j, int k, int l) {
+ // Paper start - allow use of mutable pos
+ BlockPosition.MutableBlockPosition ret = new BlockPosition.MutableBlockPosition();
+ this.getRandomBlockPosition(i, j, k, l, ret);
+ return ret.immutableCopy();
+ }
+
+ public final BlockPosition.MutableBlockPosition getRandomBlockPosition(int i, int j, int k, int l, BlockPosition.MutableBlockPosition out) {
+ // Paper end
this.i = this.i * 3 + 1013904223;
int i1 = this.i >> 2;
- return new BlockPosition(i + (i1 & 15), j + (i1 >> 16 & l), k + (i1 >> 8 & 15));
+ out.setValues(i + (i1 & 15), j + (i1 >> 16 & l), k + (i1 >> 8 & 15)); // Paper - change to setValues call
+ return out; // Paper
}
public boolean isSavingDisabled() {
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
index 1f28e24f4f056c1f72293a3004c6dbdb8f8d1f9e..5519fb529dd8e1f93aab79dbc434715e08edb94f 100644
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
@@ -531,7 +531,12 @@ public class WorldServer extends World {
});
}
- public void a(Chunk chunk, int i) {
+ // Paper start - optimise random block ticking
+ private final BlockPosition.MutableBlockPosition chunkTickMutablePosition = new BlockPosition.MutableBlockPosition();
+ private final com.destroystokyo.paper.util.math.ThreadUnsafeRandom randomTickRandom = new com.destroystokyo.paper.util.math.ThreadUnsafeRandom();
+ // Paper end
+
+ public void a(Chunk chunk, int i) { final int randomTickSpeed = i; // Paper
ChunkCoordIntPair chunkcoordintpair = chunk.getPos();
boolean flag = this.isRaining();
int j = chunkcoordintpair.d();
@@ -539,10 +544,10 @@ public class WorldServer extends World {
GameProfilerFiller gameprofilerfiller = this.getMethodProfiler();
gameprofilerfiller.enter("thunder");
- BlockPosition blockposition;
+ final BlockPosition.MutableBlockPosition blockposition = this.chunkTickMutablePosition; // Paper - use mutable to reduce allocation rate, final to force compile fail on change
- if (!this.paperConfig.disableThunder && flag && this.U() && this.random.nextInt(100000) == 0) { // Paper - Disable thunder
- blockposition = this.a(this.a(j, 0, k, 15));
+ if (!this.paperConfig.disableThunder && flag && this.U() && this.randomTickRandom.nextInt(100000) == 0) { // Paper - Disable thunder // Paper - optimise random ticking
+ blockposition.setValues(this.a(this.getRandomBlockPosition(j, 0, k, 15, blockposition))); // Paper
if (this.isRainingAt(blockposition)) {
DifficultyDamageScaler difficultydamagescaler = this.getDamageScaler(blockposition);
boolean flag1 = this.getGameRules().getBoolean(GameRules.DO_MOB_SPAWNING) && this.random.nextDouble() < (double) difficultydamagescaler.b() * paperConfig.skeleHorseSpawnChance; // Paper
@@ -561,61 +566,79 @@ public class WorldServer extends World {
}
gameprofilerfiller.exitEnter("iceandsnow");
- if (!this.paperConfig.disableIceAndSnow && this.random.nextInt(16) == 0) { // Paper - Disable ice and snow
- blockposition = this.getHighestBlockYAt(HeightMap.Type.MOTION_BLOCKING, this.a(j, 0, k, 15));
- BlockPosition blockposition1 = blockposition.down();
+ if (!this.paperConfig.disableIceAndSnow && this.randomTickRandom.nextInt(16) == 0) { // Paper - Disable ice and snow // Paper - optimise random ticking
+ // Paper start - optimise chunk ticking
+ this.getRandomBlockPosition(j, 0, k, 15, blockposition);
+ int normalY = chunk.getHighestBlockY(HeightMap.Type.MOTION_BLOCKING, blockposition.getX() & 15, blockposition.getZ() & 15);
+ int downY = normalY - 1;
+ blockposition.setY(normalY);
+ // Paper end
BiomeBase biomebase = this.getBiome(blockposition);
- if (biomebase.a((IWorldReader) this, blockposition1)) {
- org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition1, Blocks.ICE.getBlockData(), null); // CraftBukkit
+ // Paper start - optimise chunk ticking
+ blockposition.setY(downY);
+ if (biomebase.a((IWorldReader) this, blockposition)) {
+ org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition, Blocks.ICE.getBlockData(), null); // CraftBukkit
+ // Paper end
}
+ blockposition.setY(normalY); // Paper
if (flag && biomebase.b(this, blockposition)) {
org.bukkit.craftbukkit.event.CraftEventFactory.handleBlockFormEvent(this, blockposition, Blocks.SNOW.getBlockData(), null); // CraftBukkit
}
- if (flag && this.getBiome(blockposition1).d() == BiomeBase.Precipitation.RAIN) {
- this.getType(blockposition1).getBlock().c((World) this, blockposition1);
+ // Paper start - optimise chunk ticking
+ blockposition.setY(downY);
+ if (flag && this.getBiome(blockposition).d() == BiomeBase.Precipitation.RAIN) {
+ chunk.getType(blockposition).getBlock().c((World) this, blockposition);
+ // Paper end
}
}
- gameprofilerfiller.exitEnter("tickBlocks");
- timings.chunkTicksBlocks.startTiming(); // Paper
+ // Paper start - optimise random block ticking
+ gameprofilerfiller.exit();
if (i > 0) {
- ChunkSection[] achunksection = chunk.getSections();
- int l = achunksection.length;
+ gameprofilerfiller.enter("randomTick");
+ timings.chunkTicksBlocks.startTiming(); // Paper
- for (int i1 = 0; i1 < l; ++i1) {
- ChunkSection chunksection = achunksection[i1];
+ ChunkSection[] sections = chunk.getSections();
- if (chunksection != Chunk.a && chunksection.d()) {
- int j1 = chunksection.getYPosition();
+ for (int sectionIndex = 0; sectionIndex < 16; ++sectionIndex) {
+ ChunkSection section = sections[sectionIndex];
+ if (section == null || section.tickingList.size() == 0) {
+ continue;
+ }
- for (int k1 = 0; k1 < i; ++k1) {
- BlockPosition blockposition2 = this.a(j, j1, k, 15);
+ int yPos = sectionIndex << 4;
- gameprofilerfiller.enter("randomTick");
- IBlockData iblockdata = chunksection.getType(blockposition2.getX() - j, blockposition2.getY() - j1, blockposition2.getZ() - k);
+ for (int a = 0; a < randomTickSpeed; ++a) {
+ int tickingBlocks = section.tickingList.size();
+ int index = this.randomTickRandom.nextInt(16 * 16 * 16);
+ if (index >= tickingBlocks) {
+ continue;
+ }
- if (iblockdata.q()) {
- iblockdata.getBlock().randomTick = true; // Paper - fix MC-113809
- iblockdata.b(this, blockposition2, this.random);
- iblockdata.getBlock().randomTick = false; // Paper - fix MC-113809
- }
+ long raw = section.tickingList.getRaw(index);
+ int location = com.destroystokyo.paper.util.maplist.IBlockDataList.getLocationFromRaw(raw);
+ int randomX = location & 15;
+ int randomY = ((location >>> (4 + 4)) & 255) | yPos;
+ int randomZ = (location >>> 4) & 15;
- Fluid fluid = iblockdata.getFluid();
+ BlockPosition blockposition2 = blockposition.setValues(j + randomX, randomY, k + randomZ);
+ IBlockData iblockdata = com.destroystokyo.paper.util.maplist.IBlockDataList.getBlockDataFromRaw(raw);
- if (fluid.h()) {
- fluid.b(this, blockposition2, this.random);
- }
+ iblockdata.getBlock().randomTick = true; // Paper - fix MC-113809
+ iblockdata.b(this, blockposition2, this.randomTickRandom);
+ iblockdata.getBlock().randomTick = false; // Paper - fix MC-113809
- gameprofilerfiller.exit();
- }
+ // We drop the fluid tick since LAVA is ALREADY TICKED by the above method.
+ // TODO CHECK ON UPDATE
}
}
+ gameprofilerfiller.exit();
+ timings.chunkTicksBlocks.stopTiming(); // Paper
+ // Paper end
}
- timings.chunkTicksBlocks.stopTiming(); // Paper
- gameprofilerfiller.exit();
}
protected BlockPosition a(BlockPosition blockposition) {