From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar Date: Tue, 22 Mar 2016 00:33:47 -0400 Subject: [PATCH] Use a Shared Random for Entities Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created. diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java index e9e87dc8c80d83dc7c472b0611077d8f9f4e5fcf..eceaeed527f34860e1c55b9f96863f140055faa7 100644 --- a/src/main/java/net/minecraft/world/entity/Entity.java +++ b/src/main/java/net/minecraft/world/entity/Entity.java @@ -153,6 +153,21 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource, n return tag.contains("Bukkit.updateLevel") && tag.getInt("Bukkit.updateLevel") >= level; } + // Paper start + public static Random SHARED_RANDOM = new Random() { + private boolean locked = false; + @Override + public synchronized void setSeed(long seed) { + if (locked) { + LogManager.getLogger().error("Ignoring setSeed on Entity.SHARED_RANDOM", new Throwable()); + } else { + super.setSeed(seed); + locked = true; + } + } + }; + // Paper end + private CraftEntity bukkitEntity; public CraftEntity getBukkitEntity() { @@ -304,7 +319,7 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource, n this.bb = Entity.INITIAL_AABB; this.stuckSpeedMultiplier = Vec3.ZERO; this.nextStep = 1.0F; - this.random = new Random(); + this.random = SHARED_RANDOM; // Paper this.remainingFireTicks = -this.getFireImmuneTicks(); this.fluidHeight = new Object2DoubleArrayMap(2); this.firstTick = true;