2018-09-28 23:31:59 +00:00
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From ada7db3a06c6a718dfb76ef7a52e15e1a165bdda Mon Sep 17 00:00:00 2001
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2016-02-14 01:54:01 +00:00
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From: CullanP <cullanpage@gmail.com>
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2016-02-29 23:09:49 +00:00
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Date: Thu, 3 Mar 2016 02:13:38 -0600
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2016-02-14 01:54:01 +00:00
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Subject: [PATCH] Avoid hopper searches if there are no items
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Hoppers searching for items and minecarts is the most expensive part of hopper ticking.
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We keep track of the number of minecarts and items in a chunk.
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If there are no items in the chunk, we skip searching for items.
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If there are no minecarts in the chunk, we skip searching for them.
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Usually hoppers aren't near items, so we can skip most item searches.
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And since minecart hoppers are used _very_ rarely near we can avoid alot of searching there.
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Combined, this adds up a lot.
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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2018-09-28 23:31:59 +00:00
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index 397798cf28..3123c80db9 100644
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2016-02-14 01:54:01 +00:00
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--- a/src/main/java/net/minecraft/server/Chunk.java
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+++ b/src/main/java/net/minecraft/server/Chunk.java
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2018-08-26 18:11:49 +00:00
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@@ -91,6 +91,10 @@ public class Chunk implements IChunkAccess {
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2018-07-15 01:53:17 +00:00
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}
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}
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final PaperLightingQueue.LightingQueue lightingQueue = new PaperLightingQueue.LightingQueue(this);
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2016-02-29 23:09:49 +00:00
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+ // Track the number of minecarts and items
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2016-02-14 01:54:01 +00:00
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+ // Keep this synced with entitySlices.add() and entitySlices.remove()
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+ private final int[] itemCounts = new int[16];
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+ private final int[] inventoryEntityCounts = new int[16];
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2018-07-15 01:53:17 +00:00
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// Paper end
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public boolean areNeighborsLoaded(final int radius) {
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switch (radius) {
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
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@@ -685,6 +689,11 @@ public class Chunk implements IChunkAccess {
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2018-07-15 01:53:17 +00:00
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entity.ag = this.locZ;
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2016-02-14 01:54:01 +00:00
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this.entitySlices[k].add(entity);
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2018-07-15 01:53:17 +00:00
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// Paper start
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2016-02-14 01:54:01 +00:00
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+ if (entity instanceof EntityItem) {
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+ itemCounts[k]++;
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+ } else if (entity instanceof IInventory) {
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+ inventoryEntityCounts[k]++;
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+ }
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2018-07-15 01:53:17 +00:00
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entity.setCurrentChunk(this);
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2018-07-27 04:44:53 +00:00
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entityCounts.increment(entity.getMinecraftKeyString());
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2018-07-15 01:53:17 +00:00
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// Paper end
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
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@@ -710,6 +719,11 @@ public class Chunk implements IChunkAccess {
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2018-07-15 01:53:17 +00:00
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if (!this.entitySlices[i].remove(entity)) {
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return;
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2016-02-14 01:54:01 +00:00
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}
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+ if (entity instanceof EntityItem) {
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+ itemCounts[i]--;
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+ } else if (entity instanceof IInventory) {
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+ inventoryEntityCounts[i]--;
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+ }
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2018-07-15 01:53:17 +00:00
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entity.setCurrentChunk(null);
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2018-07-27 04:44:53 +00:00
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entityCounts.decrement(entity.getMinecraftKeyString());
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2018-07-15 01:53:17 +00:00
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// Paper end
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2018-09-28 23:31:59 +00:00
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@@ -949,6 +963,15 @@ public class Chunk implements IChunkAccess {
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2016-02-14 01:54:01 +00:00
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if (!this.entitySlices[k].isEmpty()) {
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Iterator iterator = this.entitySlices[k].iterator();
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2016-02-29 23:09:49 +00:00
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+ // Paper start - Don't search for inventories if we have none, and that is all we want
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2016-02-14 01:54:01 +00:00
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+ /*
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2016-02-29 23:09:49 +00:00
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+ * We check if they want inventories by seeing if it is the static `IEntitySelector.c`
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+ *
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+ * Make sure the inventory selector stays in sync.
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+ * It should be the one that checks `var1 instanceof IInventory && var1.isAlive()`
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+ */
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2016-02-14 01:54:01 +00:00
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+ if (predicate == IEntitySelector.c && inventoryEntityCounts[k] <= 0) continue;
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2016-02-29 23:09:49 +00:00
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+ // Paper end
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2016-02-14 01:54:01 +00:00
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while (iterator.hasNext()) {
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Entity entity1 = (Entity) iterator.next();
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2018-09-28 23:31:59 +00:00
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@@ -985,7 +1008,18 @@ public class Chunk implements IChunkAccess {
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2016-02-14 01:54:01 +00:00
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i = MathHelper.clamp(i, 0, this.entitySlices.length - 1);
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j = MathHelper.clamp(j, 0, this.entitySlices.length - 1);
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2016-02-29 23:09:49 +00:00
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+ // Paper start
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2016-02-14 01:54:01 +00:00
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+ int[] counts;
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2016-05-06 00:22:01 +00:00
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+ if (EntityItem.class.isAssignableFrom(oclass)) {
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2016-02-14 01:54:01 +00:00
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+ counts = itemCounts;
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+ } else if (IInventory.class.isAssignableFrom(oclass)) {
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+ counts = inventoryEntityCounts;
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+ } else {
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+ counts = null;
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+ }
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2016-02-29 23:09:49 +00:00
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+ // Paper end
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2016-02-14 01:54:01 +00:00
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for (int k = i; k <= j; ++k) {
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2016-02-29 23:09:49 +00:00
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+ if (counts != null && counts[k] <= 0) continue; // Paper - Don't check a chunk if it doesn't have the type we are looking for
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2016-02-14 01:54:01 +00:00
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Iterator iterator = this.entitySlices[k].iterator(); // Spigot
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while (iterator.hasNext()) {
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--
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
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2.19.0
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2016-02-14 01:54:01 +00:00
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