Fix client lag spikes due to client light recalc
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Brokkonaut <hannos17@gmx.de>
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Date: Sat, 18 Dec 2021 19:43:36 +0100
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Subject: [PATCH] Workaround for client lag spikes (MC-162253)
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When crossing certain chunk boundaries, the client needlessly
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calculates light maps for chunk neighbours. In some specific map
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configurations, these calculations cause a 500ms+ freeze on the Client.
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This patch basically serves as a workaround by sending light maps
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to the client, so that it doesn't attempt to calculate them.
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This mitigates the frametime impact to a minimum (but it's still there).
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Original patch by: MeFisto94 <MeFisto94@users.noreply.github.com>
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Co-authored-by: =?UTF-8?q?Dani=C3=ABl=20Goossens?= <daniel@goossens.ch>
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Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
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index 77c89376495d90d0e7cbf6cd02c9a1c8d9a4340b..649355158ed435e242a48f4aaa4578bcc2a808dd 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
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@@ -2171,6 +2171,46 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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}
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+ // Paper start - Fix MC-162253
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+ /**
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+ * Returns the light mask for the given chunk consisting of all non-empty sections that may need sending.
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+ */
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+ private BitSet lightMask(final LevelChunk chunk) {
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+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
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+ final BitSet mask = new BitSet(this.lightEngine.getLightSectionCount());
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+
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+ // There are 2 more light sections than chunk sections so when iterating over
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+ // sections we have to increment the index by 1
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+ for (int i = 0; i < sections.length; i++) {
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+ if (!sections[i].hasOnlyAir()) {
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+ // Whenever a section is not empty, it can change lighting for the section itself (i + 1), the section below, and the section above
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+ mask.set(i);
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+ mask.set(i + 1);
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+ mask.set(i + 2);
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+ i++; // We can skip the already set upper section
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+ }
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+ }
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+ return mask;
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+ }
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+
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+ /**
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+ * Returns the ceiling light mask of all sections that are equal or lower to the highest non-empty section.
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+ */
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+ private BitSet ceilingLightMask(final LevelChunk chunk) {
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+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
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+ for (int i = sections.length - 1; i >= 0; i--) {
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+ if (!sections[i].hasOnlyAir()) {
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+ // Add one to get the light section, one because blocks in the section above may change, and another because BitSet's toIndex is exclusive
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+ final int highest = i + 3;
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+ final BitSet mask = new BitSet(highest);
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+ mask.set(0, highest);
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+ return mask;
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+ }
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+ }
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+ return new BitSet();
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+ }
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+ // Paper end - Fix MC-162253
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+
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// Paper start - Anti-Xray - Bypass
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private void playerLoadedChunk(ServerPlayer player, MutableObject<java.util.Map<Object, ClientboundLevelChunkWithLightPacket>> cachedDataPackets, LevelChunk chunk) {
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if (cachedDataPackets.getValue() == null) {
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@@ -2179,6 +2219,45 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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Boolean shouldModify = chunk.getLevel().chunkPacketBlockController.shouldModify(player, chunk);
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player.trackChunk(chunk.getPos(), (Packet) cachedDataPackets.getValue().computeIfAbsent(shouldModify, (s) -> {
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+ // Paper start - Fix MC-162253
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+ final int viewDistance = getEffectiveViewDistance();
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+ final int playerChunkX = player.getBlockX() >> 4;
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+ final int playerChunkZ = player.getBlockZ() >> 4;
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+
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+ // For all loaded neighbours, send sky light for empty sections above highest non-empty section (+1) of the center chunk
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+ // otherwise the client will try to calculate lighting there on its own
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+ final BitSet lightMask = lightMask(chunk);
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+ if (!lightMask.isEmpty()) {
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+ for (int x = -1; x <= 1; x++) {
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+ for (int z = -1; z <= 1; z++) {
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+ if (x == 0 && z == 0) {
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+ continue;
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+ }
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+
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+ if (!chunk.isNeighbourLoaded(x, z)) {
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+ continue;
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+ }
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+
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+ final int neighborChunkX = chunk.getPos().x + x;
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+ final int neighborChunkZ = chunk.getPos().z + z;
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+ final int distX = Math.abs(playerChunkX - neighborChunkX);
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+ final int distZ = Math.abs(playerChunkZ - neighborChunkZ);
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+ if (Math.max(distX, distZ) > viewDistance) {
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+ continue;
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+ }
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+
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+ final LevelChunk neighbor = chunk.getRelativeNeighbourIfLoaded(x, z);
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+ final BitSet updateLightMask = (BitSet) lightMask.clone();
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+ updateLightMask.andNot(ceilingLightMask(neighbor));
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+ if (updateLightMask.isEmpty()) {
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+ continue;
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+ }
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+
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+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLightUpdatePacket(new ChunkPos(neighborChunkX, neighborChunkZ), this.lightEngine, updateLightMask, null, true));
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+ }
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+ }
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+ }
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+ // Paper end - Fix MC-162253
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return new ClientboundLevelChunkWithLightPacket(chunk, this.lightEngine, (BitSet) null, (BitSet) null, true, (Boolean) s);
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}));
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// Paper end
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