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
From 9b89ac214dad604784dbbe857ea7a1941f2a2fdc Mon Sep 17 00:00:00 2001
2018-07-15 01:53:17 +00:00
From: Aikar <aikar@aikar.co>
Date: Fri, 18 Mar 2016 20:16:03 -0400
Subject: [PATCH] Add World Util Methods
Methods that can be used for other patches to help improve logic.
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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
index ab579b9052..b006282f38 100644
2018-07-15 01:53:17 +00:00
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
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
@@ -633,6 +633,7 @@ public class Chunk implements IChunkAccess {
2018-07-15 01:53:17 +00:00
}
}
+ public final int getLightSubtracted(BlockPosition blockposition, int i) { return this.a(blockposition, i); } // Paper - OBFHELPER
public int a(BlockPosition blockposition, int i) {
return this.a(blockposition, i, this.world.o().g());
}
2018-09-11 02:38:42 +00:00
diff --git a/src/main/java/net/minecraft/server/IWorldReader.java b/src/main/java/net/minecraft/server/IWorldReader.java
index ac85986a1a..06c5a54254 100644
--- a/src/main/java/net/minecraft/server/IWorldReader.java
+++ b/src/main/java/net/minecraft/server/IWorldReader.java
@@ -35,6 +35,22 @@ public interface IWorldReader extends IBlockAccess {
}
int getLightLevel(BlockPosition var1, int var2);
+ // Paper start
+ default @Nullable
+ IBlockData getTypeIfLoaded(BlockPosition var1) {
+ return isLoaded(var1) ? getType(var1) : null;
+ }
+
+ default @Nullable
+ Block getBlockIfLoaded(BlockPosition var1) {
+ return isLoaded(var1) ? getType(var1).getBlock() : null;
+ }
+
+ default @Nullable
+ Material getMaterialIfLoaded(BlockPosition var1) {
+ return isLoaded(var1) ? getType(var1).getMaterial() : null;
+ }
+ // Paper end
boolean isChunkLoaded(int var1, int var2, boolean var3);
@@ -100,7 +116,7 @@ public interface IWorldReader extends IBlockAccess {
WorldBorder worldborder = this.getWorldBorder();
boolean flag1 = worldborder.b() < (double)i && (double)j < worldborder.d() && worldborder.c() < (double)i1 && (double)j1 < worldborder.e();
VoxelShapeBitSet voxelshapebitset = new VoxelShapeBitSet(j - i, l - k, j1 - i1);
- Predicate predicate = (voxelshape3) -> {
+ Predicate<VoxelShape> predicate = (voxelshape3) -> { // Paper - decompile fix
return !voxelshape3.b() && VoxelShapes.c(voxelshape, voxelshape3, OperatorBoolean.AND);
};
Stream stream = StreamSupport.stream(BlockPosition.MutableBlockPosition.b(i, k, i1, j - 1, l - 1, j1 - 1).spliterator(), false).map((blockposition$mutableblockposition) -> {
2018-07-15 01:53:17 +00:00
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
2018-09-18 01:50:02 +00:00
index 19eb905979..275978de83 100644
2018-07-15 01:53:17 +00:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
2018-08-26 18:11:49 +00:00
@@ -84,7 +84,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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public final List<Entity> k = Lists.newArrayList();
protected final IntHashMap<Entity> entitiesById = new IntHashMap();
2018-08-26 18:11:49 +00:00
private final long F = 16777215L;
- private int G;
+ private int G; public int getSkylightSubtracted() { return this.G; } public void setSkylightSubtracted(int value) { this.G = value;} // Paper - OBFHELPER
2018-07-15 01:53:17 +00:00
protected int m = (new Random()).nextInt();
protected final int n = 1013904223;
protected float o;
2018-09-18 01:50:02 +00:00
@@ -274,6 +274,83 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
2018-07-15 01:53:17 +00:00
return this.getType(blockposition).isAir();
}
+ // Paper start
2018-09-18 01:50:02 +00:00
+ public boolean isLoadedAndInBounds(BlockPosition blockposition) {
+ return getWorldBorder().isInBounds(blockposition) && getChunkIfLoaded(blockposition.getX() >> 4, blockposition.getZ() >> 4) != null;
+ }
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+ public Chunk getChunkIfLoaded(BlockPosition blockposition) {
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+ return getChunkIfLoaded(blockposition.getX() >> 4, blockposition.getZ() >> 4);
2018-07-15 01:53:17 +00:00
+ }
+ // test if meets light level, return faster
+ // logic copied from below
+ public boolean isLightLevel(BlockPosition blockposition, int level) {
+ if (isValidLocation(blockposition)) {
+ if (this.getType(blockposition).c(this, blockposition)) {
+ int sky = getSkylightSubtracted();
+ if (this.getLightLevel(blockposition.up(), sky) >= level) {
+ return true;
+ }
+ if (this.getLightLevel(blockposition.east(), sky) >= level) {
+ return true;
+ }
+ if (this.getLightLevel(blockposition.west(), sky) >= level) {
+ return true;
+ }
+ if (this.getLightLevel(blockposition.south(), sky) >= level) {
+ return true;
+ }
+ if (this.getLightLevel(blockposition.north(), sky) >= level) {
+ return true;
+ }
+ return false;
+ } else {
+ if (blockposition.getY() >= 256) {
+ blockposition = new BlockPosition(blockposition.getX(), 255, blockposition.getZ());
+ }
+
+ Chunk chunk = this.getChunkAtWorldCoords(blockposition);
+ return chunk.getLightSubtracted(blockposition, this.getSkylightSubtracted()) >= level;
+ }
+ } else {
+ return true;
+ }
+ }
+ // reduces need to do isLoaded before getType
2018-09-18 01:50:02 +00:00
+ public IBlockData getTypeIfLoadedAndInBounds(BlockPosition blockposition) {
+ return getWorldBorder().isInBounds(blockposition) ? getTypeIfLoaded(blockposition) : null;
+ }
2018-07-15 01:53:17 +00:00
+ public IBlockData getTypeIfLoaded(BlockPosition blockposition) {
+ // CraftBukkit start - tree generation
+ if (captureTreeGeneration) {
+ for (CraftBlockState previous : capturedBlockStates) {
+ if (previous.getX() == blockposition.getX() && previous.getY() == blockposition.getY() && previous.getZ() == blockposition.getZ()) {
+ return previous.getHandle();
+ }
+ }
+ }
+ // CraftBukkit end
+ Chunk chunk = this.getChunkIfLoaded(blockposition);
+ if (chunk != null) {
+ return isValidLocation(blockposition) ? chunk.getBlockData(blockposition) : Blocks.AIR.getBlockData();
+ }
+ return null;
+ }
2018-08-26 18:11:49 +00:00
+ public Block getBlockIfLoaded(BlockPosition blockposition) {
+ IBlockData type = getTypeIfLoaded(blockposition);
+ if (type == null) {
+ return null;
+ }
+ return type.getBlock();
+ }
+ public Material getMaterialIfLoaded(BlockPosition blockposition) {
+ IBlockData type = getTypeIfLoaded(blockposition);
+ if (type == null) {
+ return null;
+ }
+ return type.getBlock().material;
+ }
2018-07-15 01:53:17 +00:00
+ // Paper end
+
public Chunk getChunkAtWorldCoords(BlockPosition blockposition) {
return this.getChunkAt(blockposition.getX() >> 4, blockposition.getZ() >> 4);
}
--
2018-09-18 01:50:02 +00:00
2.19.0
2018-07-15 01:53:17 +00:00