2020-05-06 09:48:49 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2020-01-20 15:54:57 +00:00
From: kickash32 <kickash32@gmail.com>
Date: Sat, 21 Dec 2019 15:22:09 -0500
Subject: [PATCH] Tracking Range Improvements
Sets tracking range of watermobs to animals instead of misc and simplifies code
Also ignores Enderdragon, defaulting it to Mojang's setting
2021-03-16 07:19:45 +00:00
diff --git a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
2021-05-15 23:42:36 +00:00
index d00dc8d7933be61f1401f598e5d675f5ae5d7029..baef98331c07b0f8c95351f39c5e471f96a59c05 100644
2021-03-16 07:19:45 +00:00
--- a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
2021-05-10 23:22:11 +00:00
@@ -1797,6 +1797,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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while (iterator.hasNext()) {
Entity entity = (Entity) iterator.next();
int j = entity.getEntityType().getChunkRange() * 16;
+ j = org.spigotmc.TrackingRange.getEntityTrackingRange(entity, j); // Paper
if (j > i) {
i = j;
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diff --git a/src/main/java/org/spigotmc/TrackingRange.java b/src/main/java/org/spigotmc/TrackingRange.java
2021-03-16 07:19:45 +00:00
index 0449451142d59e828a32fe237751c7d8484894a2..3277a8aaffb6a25624967aa0c62f61309a517739 100644
2020-01-20 15:54:57 +00:00
--- a/src/main/java/org/spigotmc/TrackingRange.java
+++ b/src/main/java/org/spigotmc/TrackingRange.java
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@@ -25,26 +25,26 @@ public class TrackingRange
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if ( entity instanceof EntityPlayer )
{
return config.playerTrackingRange;
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- } else if ( entity.activationType == ActivationRange.ActivationType.MONSTER || entity.activationType == ActivationRange.ActivationType.RAIDER )
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- {
- return config.monsterTrackingRange;
- } else if ( entity instanceof EntityGhast )
- {
- if ( config.monsterTrackingRange > config.monsterActivationRange )
- {
+ // Paper start - Simplify and set water mobs to animal tracking range
+ }
+ switch (entity.activationType) {
+ case RAIDER:
+ case MONSTER:
Entity Activation Range 2.0! Major improvements to restoring behavior
Calling this 2.0 as it's a pretty major improvement with more knobs to twist.
This update fixes many things. The goal here is to restore vanilla behavior to some degree.
Instead of permanent inactive pools of animals, let them show some signs of life some....
Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance.
Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it.
Changes:
1) All monsters are now classed as Monster. Mojang has an interface, we should use it.
- This now includes Shulker, Slimes, see #2 for Phantom and Ghast
2) Villagers and Flying Monsters now have their own separate activation range configs.
- Villagers will default to your Animals config
3) Added a bunch of more immunities
- Brand new entities are immune for a few seconds
- Entities that recently traveled by portal are immune for few seconds
- Entities that are leashed to a player are immune
- Ender Signals are immune
- Entities that are jumping, climbing, dying (lol) are immune
- Minecarts are now always immune to the movement restriction
4) Villagers immunity received major overhaul...
- Now has many immunities for Villager activities to let them
do their work then go back inactive
- Such as interacting with doors and workstations should be more normal now
- Raids will trigger immunities, in that villagers will run and hide when bell rings.
- Raid should keep the entire village immune during the raid to keep gameplay mechanics
You can disable raids by game rule if you dont want raids
Then the big one.....
Wake Up Inactive Entities:
One issue plagueing "farms" is that we no longer even let entities move now.
Entities become lifeless.
A new system has been introduced to wake up inactive entities every so often, to let
them stretch their legs, eat some food, play with each other and experience the good entity life.
Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every
so often after staying inactive for a very long. This grants them a temporary immunity, that
the goal is they will then find "stuff to do" by having a longer activity window.
How many to wake up, how often they wake up, and for how long they wake up are all configurable.
Current EAR Immunities really don't give some entities enough of a window to find work
to then keep them immune for the work to even start. This system should help that.
We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick.
So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick,
and then the 9th will wake up on next tick, 10th on next tick.
If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick.
This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ case FLYING_MONSTER:
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return config.monsterTrackingRange;
- } else
- {
- return config.monsterActivationRange;
- }
- } else if ( entity.activationType == ActivationRange.ActivationType.ANIMAL )
- {
- return config.animalTrackingRange;
- } else if ( entity instanceof EntityItemFrame || entity instanceof EntityPainting || entity instanceof EntityItem || entity instanceof EntityExperienceOrb )
+ case WATER:
Entity Activation Range 2.0! Major improvements to restoring behavior
Calling this 2.0 as it's a pretty major improvement with more knobs to twist.
This update fixes many things. The goal here is to restore vanilla behavior to some degree.
Instead of permanent inactive pools of animals, let them show some signs of life some....
Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance.
Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it.
Changes:
1) All monsters are now classed as Monster. Mojang has an interface, we should use it.
- This now includes Shulker, Slimes, see #2 for Phantom and Ghast
2) Villagers and Flying Monsters now have their own separate activation range configs.
- Villagers will default to your Animals config
3) Added a bunch of more immunities
- Brand new entities are immune for a few seconds
- Entities that recently traveled by portal are immune for few seconds
- Entities that are leashed to a player are immune
- Ender Signals are immune
- Entities that are jumping, climbing, dying (lol) are immune
- Minecarts are now always immune to the movement restriction
4) Villagers immunity received major overhaul...
- Now has many immunities for Villager activities to let them
do their work then go back inactive
- Such as interacting with doors and workstations should be more normal now
- Raids will trigger immunities, in that villagers will run and hide when bell rings.
- Raid should keep the entire village immune during the raid to keep gameplay mechanics
You can disable raids by game rule if you dont want raids
Then the big one.....
Wake Up Inactive Entities:
One issue plagueing "farms" is that we no longer even let entities move now.
Entities become lifeless.
A new system has been introduced to wake up inactive entities every so often, to let
them stretch their legs, eat some food, play with each other and experience the good entity life.
Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every
so often after staying inactive for a very long. This grants them a temporary immunity, that
the goal is they will then find "stuff to do" by having a longer activity window.
How many to wake up, how often they wake up, and for how long they wake up are all configurable.
Current EAR Immunities really don't give some entities enough of a window to find work
to then keep them immune for the work to even start. This system should help that.
We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick.
So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick,
and then the 9th will wake up on next tick, 10th on next tick.
If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick.
This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ case VILLAGER:
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+ case ANIMAL:
+ return config.animalTrackingRange;
+ case MISC:
+ }
+ if ( entity instanceof EntityItemFrame || entity instanceof EntityPainting || entity instanceof EntityItem || entity instanceof EntityExperienceOrb )
+ // Paper end
{
return config.miscTrackingRange;
} else
{
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+ if (entity instanceof net.minecraft.world.entity.boss.enderdragon.EntityEnderDragon) return ((net.minecraft.server.level.WorldServer)(entity.getWorld())).getChunkProvider().playerChunkMap.getLoadViewDistance(); // Paper - enderdragon is exempt
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return config.otherTrackingRange;
}
}