testserver/Spigot-Server-Patches/0075-Configurable-Chunk-Inh...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Mon, 28 Mar 2016 20:46:14 -0400
Subject: [PATCH] Configurable Chunk Inhabited Time
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.
For people who want all chunks to be treated equally, you can chose a fixed value.
This allows to fine-tune vanilla gameplay.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
index 6ef0e1399e9ff260712db1a044068c125b1316d3..5872e6b171416686b11678ac9f65706b83b4e231 100644
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -236,4 +236,14 @@ public class PaperWorldConfig {
skeleHorseSpawnChance = 0.01D; // Vanilla value
}
}
+
+ public int fixedInhabitedTime;
+ private void fixedInhabitedTime() {
+ if (PaperConfig.version < 16) {
+ if (!config.getBoolean("world-settings.default.use-chunk-inhabited-timer", true)) config.set("world-settings.default.fixed-chunk-inhabited-time", 0);
+ if (!config.getBoolean("world-settings." + worldName + ".use-chunk-inhabited-timer", true)) config.set("world-settings." + worldName + ".fixed-chunk-inhabited-time", 0);
+ set("use-chunk-inhabited-timer", null);
+ }
+ fixedInhabitedTime = getInt("fixed-chunk-inhabited-time", -1);
+ }
}
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 671bcc763c78114f38d2b9b0320d7b168a756e21..2c1570c89026a5dbbe76ab00c6a89919e566a5f6 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
@@ -976,7 +976,7 @@ public class Chunk implements IChunkAccess {
2019-04-27 03:05:36 +00:00
@Override
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public long getInhabitedTime() {
- return this.inhabitedTime;
+ return world.paperConfig.fixedInhabitedTime < 0 ? this.inhabitedTime : world.paperConfig.fixedInhabitedTime; // Paper
}
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@Override