Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <spottedleaf@spottedleaf.dev>
Date: Thu, 27 Aug 2020 16:22:52 -0700
Subject: [PATCH] Optimise nearby player lookups
Use a distance map to map out close players.
Note that it's important that we cache the distance map value per chunk
since the penalty of a map lookup could outweigh the benefits of
searching less players (as it basically did in the outside range patch).
diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
2022-02-18 18:44:46 +01:00
index 43f97571f0b837cbba5c3e889edbc5737a6e7b54..f5b6d0f69e727b8f5e425340f8c1381a82a24ce3 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
2022-02-18 18:44:46 +01:00
@@ -88,6 +88,12 @@ public class ChunkHolder {
this.chunkMap.needsChangeBroadcasting.add(this);
}
// Paper end - optimise chunk tick iteration
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper start - optimise checkDespawn
+ LevelChunk chunk = this.getFullChunkUnchecked();
+ if (chunk != null) {
+ chunk.updateGeneralAreaCache();
+ }
2022-02-18 18:44:46 +01:00
+ // Paper end - optimise checkDespawn
}
void onChunkRemove() {
@@ -98,6 +104,12 @@ public class ChunkHolder {
this.chunkMap.needsChangeBroadcasting.remove(this);
}
// Paper end - optimise chunk tick iteration
+ // Paper start - optimise checkDespawn
+ LevelChunk chunk = this.getFullChunkUnchecked();
+ if (chunk != null) {
+ chunk.removeGeneralAreaCache();
+ }
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper end - optimise checkDespawn
}
2021-11-29 00:46:53 +01:00
// Paper end - optimise anyPlayerCloseEnoughForSpawning
2021-11-26 17:25:35 +01:00
long lastAutoSaveTime; // Paper - incremental autosave
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
2022-02-18 18:44:46 +01:00
index 72443ab38931a3774641bdc52999e7dcd2586de0..69533a1239f12c41a255bf9deeb5640695edfa13 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
2022-02-18 18:44:46 +01:00
@@ -160,6 +160,13 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2022-01-02 20:06:08 +01:00
public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerMobDistanceMap; // Paper
2022-02-18 18:44:46 +01:00
public final ReferenceOpenHashSet<ChunkHolder> needsChangeBroadcasting = new ReferenceOpenHashSet<>();
2021-11-25 10:19:05 +01:00
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper start - optimise checkDespawn
+ public static final int GENERAL_AREA_MAP_SQUARE_RADIUS = 40;
+ public static final double GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE = 16.0 * (GENERAL_AREA_MAP_SQUARE_RADIUS - 1);
+ public static final double GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE_SQUARED = GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE * GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE;
+ public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerGeneralAreaMap;
+ // Paper end - optimise checkDespawn
2021-11-25 10:19:05 +01:00
+
// CraftBukkit start - recursion-safe executor for Chunk loadCallback() and unloadCallback()
public final CallbackExecutor callbackExecutor = new CallbackExecutor();
public static final class CallbackExecutor implements java.util.concurrent.Executor, Runnable {
2022-02-18 18:44:46 +01:00
@@ -237,6 +244,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2021-12-31 22:59:34 +01:00
// Paper end - use distance map to optimise entity tracker
// Note: players need to be explicitly added to distance maps before they can be updated
this.playerChunkTickRangeMap.add(player, chunkX, chunkZ, DistanceManager.MOB_SPAWN_RANGE); // Paper - optimise ChunkMap#anyPlayerCloseEnoughForSpawning
2021-11-25 10:19:05 +01:00
+ this.playerGeneralAreaMap.add(player, chunkX, chunkZ, GENERAL_AREA_MAP_SQUARE_RADIUS); // Paper - optimise checkDespawn
2022-01-02 20:06:08 +01:00
// Paper start - per player mob spawning
if (this.playerMobDistanceMap != null) {
this.playerMobDistanceMap.add(player, chunkX, chunkZ, this.distanceManager.getSimulationDistance());
2022-02-18 18:44:46 +01:00
@@ -255,6 +263,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2021-11-25 10:19:05 +01:00
this.playerMobSpawnMap.remove(player);
this.playerChunkTickRangeMap.remove(player);
2021-11-29 00:46:53 +01:00
// Paper end - optimise ChunkMap#anyPlayerCloseEnoughForSpawning
2021-11-25 10:19:05 +01:00
+ this.playerGeneralAreaMap.remove(player); // Paper - optimise checkDespawns
2022-01-02 20:06:08 +01:00
// Paper start - per player mob spawning
if (this.playerMobDistanceMap != null) {
this.playerMobDistanceMap.remove(player);
2022-02-18 18:44:46 +01:00
@@ -275,6 +284,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2021-11-25 10:19:05 +01:00
}
2021-11-25 12:08:44 +01:00
// Paper end - use distance map to optimise entity tracker
2021-11-29 00:46:53 +01:00
this.playerChunkTickRangeMap.update(player, chunkX, chunkZ, DistanceManager.MOB_SPAWN_RANGE); // Paper - optimise ChunkMap#anyPlayerCloseEnoughForSpawning
2021-11-25 10:19:05 +01:00
+ this.playerGeneralAreaMap.update(player, chunkX, chunkZ, GENERAL_AREA_MAP_SQUARE_RADIUS); // Paper - optimise checkDespawn
2022-01-02 20:06:08 +01:00
// Paper start - per player mob spawning
if (this.playerMobDistanceMap != null) {
this.playerMobDistanceMap.update(player, chunkX, chunkZ, this.distanceManager.getSimulationDistance());
2022-02-18 18:44:46 +01:00
@@ -435,6 +445,23 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2021-11-25 10:19:05 +01:00
}
});
2021-11-29 00:46:53 +01:00
// Paper end - optimise ChunkMap#anyPlayerCloseEnoughForSpawning
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper start - optimise checkDespawn
+ this.playerGeneralAreaMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets,
+ (ServerPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> newState) -> {
+ LevelChunk chunk = ChunkMap.this.level.getChunkSource().getChunkAtIfCachedImmediately(rangeX, rangeZ);
+ if (chunk != null) {
+ chunk.updateGeneralAreaCache(newState);
+ }
+ },
+ (ServerPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> newState) -> {
+ LevelChunk chunk = ChunkMap.this.level.getChunkSource().getChunkAtIfCachedImmediately(rangeX, rangeZ);
+ if (chunk != null) {
+ chunk.updateGeneralAreaCache(newState);
+ }
+ });
+ // Paper end - optimise checkDespawn
}
2021-11-25 08:47:39 +01:00
protected ChunkGenerator generator() {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.java
2022-02-18 18:44:46 +01:00
index 4b18dfbf559214dc511003bb3396acbcfb80fdda..9c73cb316522302bf88b671398ba53c0eb2d29d5 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.java
2021-12-10 15:24:07 +01:00
@@ -399,6 +399,83 @@ public class ServerLevel extends Level implements WorldGenLevel {
2021-11-25 08:47:39 +01:00
return this.getServer().getPlayerList().getPlayer(uuid);
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
2021-11-25 08:47:39 +01:00
// Paper end
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper start - optimise checkDespawn
+ public final List<ServerPlayer> playersAffectingSpawning = new java.util.ArrayList<>();
+ // Paper end - optimise checkDespawn
+ // Paper start - optimise get nearest players for entity AI
+ @Override
+ public final ServerPlayer getNearestPlayer(net.minecraft.world.entity.ai.targeting.TargetingConditions condition, @Nullable LivingEntity source,
+ double centerX, double centerY, double centerZ) {
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> nearby;
+ nearby = this.getChunkSource().chunkMap.playerGeneralAreaMap.getObjectsInRange(Mth.floor(centerX) >> 4, Mth.floor(centerZ) >> 4);
+
+ if (nearby == null) {
+ return null;
+ }
+
+ Object[] backingSet = nearby.getBackingSet();
+
+ double closestDistanceSquared = Double.MAX_VALUE;
+ ServerPlayer closest = null;
+
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object _player = backingSet[i];
+ if (!(_player instanceof ServerPlayer)) {
+ continue;
+ }
+ ServerPlayer player = (ServerPlayer)_player;
+
+ double distanceSquared = player.distanceToSqr(centerX, centerY, centerZ);
+ if (distanceSquared < closestDistanceSquared && condition.test(source, player)) {
+ closest = player;
+ closestDistanceSquared = distanceSquared;
+ }
+ }
+
+ return closest;
+ }
+
+ @Override
+ public Player getNearestPlayer(net.minecraft.world.entity.ai.targeting.TargetingConditions pathfindertargetcondition, LivingEntity entityliving) {
+ return this.getNearestPlayer(pathfindertargetcondition, entityliving, entityliving.getX(), entityliving.getY(), entityliving.getZ());
+ }
+
+ @Override
+ public Player getNearestPlayer(net.minecraft.world.entity.ai.targeting.TargetingConditions pathfindertargetcondition,
+ double d0, double d1, double d2) {
+ return this.getNearestPlayer(pathfindertargetcondition, null, d0, d1, d2);
+ }
+
+ @Override
+ public List<Player> getNearbyPlayers(net.minecraft.world.entity.ai.targeting.TargetingConditions condition, LivingEntity source, AABB axisalignedbb) {
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> nearby;
+ double centerX = (axisalignedbb.maxX + axisalignedbb.minX) * 0.5;
+ double centerZ = (axisalignedbb.maxZ + axisalignedbb.minZ) * 0.5;
+ nearby = this.getChunkSource().chunkMap.playerGeneralAreaMap.getObjectsInRange(Mth.floor(centerX) >> 4, Mth.floor(centerZ) >> 4);
+
+ List<Player> ret = new java.util.ArrayList<>();
+
+ if (nearby == null) {
+ return ret;
+ }
+
+ Object[] backingSet = nearby.getBackingSet();
+
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object _player = backingSet[i];
+ if (!(_player instanceof ServerPlayer)) {
+ continue;
+ }
+ ServerPlayer player = (ServerPlayer)_player;
+
+ if (axisalignedbb.contains(player.getX(), player.getY(), player.getZ()) && condition.test(source, player)) {
+ ret.add(player);
+ }
+ }
+
+ return ret;
+ }
+ // Paper end - optimise get nearest players for entity AI
// Add env and gen to constructor, WorldData -> WorldDataServer
public ServerLevel(MinecraftServer minecraftserver, Executor executor, LevelStorageSource.LevelStorageAccess convertable_conversionsession, ServerLevelData iworlddataserver, ResourceKey<Level> resourcekey, DimensionType dimensionmanager, ChunkProgressListener worldloadlistener, ChunkGenerator chunkgenerator, boolean flag, long i, List<CustomSpawner> list, boolean flag1, org.bukkit.World.Environment env, org.bukkit.generator.ChunkGenerator gen, org.bukkit.generator.BiomeProvider biomeProvider) {
2021-12-10 15:24:07 +01:00
@@ -487,6 +564,14 @@ public class ServerLevel extends Level implements WorldGenLevel {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
public void tick(BooleanSupplier shouldKeepTicking) {
+ // Paper start - optimise checkDespawn
+ this.playersAffectingSpawning.clear();
+ for (ServerPlayer player : this.players) {
+ if (net.minecraft.world.entity.EntitySelector.affectsSpawning.test(player)) {
+ this.playersAffectingSpawning.add(player);
+ }
+ }
+ // Paper end - optimise checkDespawn
ProfilerFiller gameprofilerfiller = this.getProfiler();
this.handlingTick = true;
diff --git a/src/main/java/net/minecraft/world/entity/Mob.java b/src/main/java/net/minecraft/world/entity/Mob.java
2022-01-02 20:06:08 +01:00
index 736b51e411b009db0482d9a72f179cc7b6241265..031660f7d0ea270f87e5174a4fe65ccad1f7a561 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/world/entity/Mob.java
+++ b/src/main/java/net/minecraft/world/entity/Mob.java
2021-11-25 08:47:39 +01:00
@@ -792,7 +792,12 @@ public abstract class Mob extends LivingEntity {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
if (this.level.getDifficulty() == Difficulty.PEACEFUL && this.shouldDespawnInPeaceful()) {
this.discard();
} else if (!this.isPersistenceRequired() && !this.requiresCustomPersistence()) {
- Player entityhuman = this.level.findNearbyPlayer(this, -1.0D, EntitySelector.affectsSpawning); // Paper
+ // Paper start - optimise checkDespawn
2021-11-09 08:59:15 +01:00
+ Player entityhuman = this.level.findNearbyPlayer(this, level.paperConfig.hardDespawnDistances.getInt(this.getType().getCategory()) + 1, EntitySelector.affectsSpawning); // Paper
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ if (entityhuman == null) {
+ entityhuman = ((ServerLevel)this.level).playersAffectingSpawning.isEmpty() ? null : ((ServerLevel)this.level).playersAffectingSpawning.get(0);
+ }
+ // Paper end - optimise checkDespawn
if (entityhuman != null) {
2021-11-25 08:47:39 +01:00
double d0 = entityhuman.distanceToSqr((Entity) this);
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/world/level/Level.java b/src/main/java/net/minecraft/world/level/Level.java
2022-02-12 14:20:33 +01:00
index 742d4645a6d22d10bc2833e3b742a6bc653d473d..7dda99a5464816f1488fb110da587f12d751b3fb 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/world/level/Level.java
+++ b/src/main/java/net/minecraft/world/level/Level.java
2022-02-12 14:20:33 +01:00
@@ -241,6 +241,69 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
return ret;
}
// Paper end
+ // Paper start - optimise checkDespawn
+ public final List<net.minecraft.server.level.ServerPlayer> getNearbyPlayers(@Nullable Entity source, double sourceX, double sourceY,
+ double sourceZ, double maxRange, @Nullable Predicate<Entity> predicate) {
+ LevelChunk chunk;
+ if (maxRange < 0.0 || maxRange >= net.minecraft.server.level.ChunkMap.GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE ||
+ (chunk = (LevelChunk)this.getChunkIfLoadedImmediately(Mth.floor(sourceX) >> 4, Mth.floor(sourceZ) >> 4)) == null) {
+ return this.getNearbyPlayersSlow(source, sourceX, sourceY, sourceZ, maxRange, predicate);
+ }
+
+ List<net.minecraft.server.level.ServerPlayer> ret = new java.util.ArrayList<>();
+ chunk.getNearestPlayers(sourceX, sourceY, sourceZ, predicate, maxRange, ret);
+ return ret;
+ }
+
+ private List<net.minecraft.server.level.ServerPlayer> getNearbyPlayersSlow(@Nullable Entity source, double sourceX, double sourceY,
+ double sourceZ, double maxRange, @Nullable Predicate<Entity> predicate) {
+ List<net.minecraft.server.level.ServerPlayer> ret = new java.util.ArrayList<>();
+ double maxRangeSquared = maxRange * maxRange;
+
+ for (net.minecraft.server.level.ServerPlayer player : (List<net.minecraft.server.level.ServerPlayer>)this.players()) {
+ if ((maxRange < 0.0 || player.distanceToSqr(sourceX, sourceY, sourceZ) < maxRangeSquared)) {
+ if (predicate == null || predicate.test(player)) {
+ ret.add(player);
+ }
+ }
+ }
+
+ return ret;
+ }
+
+ private net.minecraft.server.level.ServerPlayer getNearestPlayerSlow(@Nullable Entity source, double sourceX, double sourceY,
+ double sourceZ, double maxRange, @Nullable Predicate<Entity> predicate) {
+ net.minecraft.server.level.ServerPlayer closest = null;
+ double closestRangeSquared = maxRange < 0.0 ? Double.MAX_VALUE : maxRange * maxRange;
+
+ for (net.minecraft.server.level.ServerPlayer player : (List<net.minecraft.server.level.ServerPlayer>)this.players()) {
+ double distanceSquared = player.distanceToSqr(sourceX, sourceY, sourceZ);
+ if (distanceSquared < closestRangeSquared && (predicate == null || predicate.test(player))) {
+ closest = player;
+ closestRangeSquared = distanceSquared;
+ }
+ }
+
+ return closest;
+ }
+
+
+ public final net.minecraft.server.level.ServerPlayer getNearestPlayer(@Nullable Entity source, double sourceX, double sourceY,
+ double sourceZ, double maxRange, @Nullable Predicate<Entity> predicate) {
+ LevelChunk chunk;
+ if (maxRange < 0.0 || maxRange >= net.minecraft.server.level.ChunkMap.GENERAL_AREA_MAP_ACCEPTABLE_SEARCH_RANGE ||
+ (chunk = (LevelChunk)this.getChunkIfLoadedImmediately(Mth.floor(sourceX) >> 4, Mth.floor(sourceZ) >> 4)) == null) {
+ return this.getNearestPlayerSlow(source, sourceX, sourceY, sourceZ, maxRange, predicate);
+ }
+
+ return chunk.findNearestPlayer(sourceX, sourceY, sourceZ, maxRange, predicate);
+ }
+
+ @Override
+ public @Nullable Player getNearestPlayer(double d0, double d1, double d2, double d3, @Nullable Predicate<Entity> predicate) {
+ return this.getNearestPlayer(null, d0, d1, d2, d3, predicate);
+ }
+ // Paper end - optimise checkDespawn
2021-11-29 12:55:13 +01:00
protected Level(WritableLevelData worlddatamutable, ResourceKey<Level> resourcekey, final DimensionType dimensionmanager, Supplier<ProfilerFiller> supplier, boolean flag, boolean flag1, long i, org.bukkit.generator.ChunkGenerator gen, org.bukkit.generator.BiomeProvider biomeProvider, org.bukkit.World.Environment env, java.util.concurrent.Executor executor) { // Paper - Async-Anti-Xray - Pass executor
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
this.spigotConfig = new org.spigotmc.SpigotWorldConfig(((net.minecraft.world.level.storage.PrimaryLevelData) worlddatamutable).getLevelName()); // Spigot
diff --git a/src/main/java/net/minecraft/world/level/NaturalSpawner.java b/src/main/java/net/minecraft/world/level/NaturalSpawner.java
2022-02-12 20:44:54 +01:00
index 6dba117b4f5dc6c4e078a32037a4026b45bf2176..515e58e3db223fbdc01ca87607aca234c7010d51 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/world/level/NaturalSpawner.java
+++ b/src/main/java/net/minecraft/world/level/NaturalSpawner.java
2022-02-12 20:44:54 +01:00
@@ -259,7 +259,7 @@ public final class NaturalSpawner {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
blockposition_mutableblockposition.set(l, i, i1);
double d0 = (double) l + 0.5D;
double d1 = (double) i1 + 0.5D;
- Player entityhuman = world.getNearestPlayer(d0, (double) i, d1, -1.0D, false);
+ Player entityhuman = (chunk instanceof LevelChunk) ? ((LevelChunk)chunk).findNearestPlayer(d0, i, d1, 576.0D, net.minecraft.world.entity.EntitySelector.NO_SPECTATORS) : world.getNearestPlayer(d0, (double) i, d1, -1.0D, false); // Paper - use chunk's player cache to optimize search in range
if (entityhuman != null) {
double d2 = entityhuman.distanceToSqr(d0, (double) i, d1);
2022-02-12 20:44:54 +01:00
@@ -332,7 +332,7 @@ public final class NaturalSpawner {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
private static boolean isRightDistanceToPlayerAndSpawnPoint(ServerLevel world, ChunkAccess chunk, BlockPos.MutableBlockPos pos, double squaredDistance) {
- return squaredDistance <= 576.0D ? false : (world.getSharedSpawnPos().closerThan((Position) (new Vec3((double) pos.getX() + 0.5D, (double) pos.getY(), (double) pos.getZ() + 0.5D)), 24.0D) ? false : Objects.equals(new ChunkPos(pos), chunk.getPos()) || world.isPositionEntityTicking((BlockPos) pos));
+ return squaredDistance <= 576.0D ? false : (world.getSharedSpawnPos().closerThan((Position) (new Vec3((double) pos.getX() + 0.5D, (double) pos.getY(), (double) pos.getZ() + 0.5D)), 24.0D) ? false : Objects.equals(new ChunkPos(pos), chunk.getPos()) || world.isPositionEntityTicking((BlockPos) pos)); // Paper - diff on change, copy into caller
}
private static Boolean isValidSpawnPostitionForType(ServerLevel world, MobCategory group, StructureFeatureManager structureAccessor, ChunkGenerator chunkGenerator, MobSpawnSettings.SpawnerData spawnEntry, BlockPos.MutableBlockPos pos, double squaredDistance) { // Paper
diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
2022-02-18 18:44:46 +01:00
index 8e03e63a00dd242791ba0d5a8a17922227b16165..0746300e8c0a29bedb9ec02803c194c2d03b78fb 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
2022-02-18 18:44:46 +01:00
@@ -235,6 +235,98 @@ public class LevelChunk extends ChunkAccess {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
}
// Paper end
+ // Paper start - optimise checkDespawn
+ private boolean playerGeneralAreaCacheSet;
+ private com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> playerGeneralAreaCache;
+
+ public com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> getPlayerGeneralAreaCache() {
+ if (!this.playerGeneralAreaCacheSet) {
+ this.updateGeneralAreaCache();
+ }
+ return this.playerGeneralAreaCache;
+ }
+
+ public void updateGeneralAreaCache() {
+ this.updateGeneralAreaCache(((ServerLevel)this.level).getChunkSource().chunkMap.playerGeneralAreaMap.getObjectsInRange(this.coordinateKey));
+ }
+
2022-02-18 18:44:46 +01:00
+ public void removeGeneralAreaCache() {
+ this.playerGeneralAreaCacheSet = false;
+ this.playerGeneralAreaCache = null;
+ }
+
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ public void updateGeneralAreaCache(com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> value) {
+ this.playerGeneralAreaCacheSet = true;
+ this.playerGeneralAreaCache = value;
+ }
+
+ public net.minecraft.server.level.ServerPlayer findNearestPlayer(double sourceX, double sourceY, double sourceZ,
+ double maxRange, java.util.function.Predicate<Entity> predicate) {
+ if (!this.playerGeneralAreaCacheSet) {
+ this.updateGeneralAreaCache();
+ }
+
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> nearby = this.playerGeneralAreaCache;
+
+ if (nearby == null) {
+ return null;
+ }
+
+ Object[] backingSet = nearby.getBackingSet();
+ double closestDistance = maxRange < 0.0 ? Double.MAX_VALUE : maxRange * maxRange;
+ net.minecraft.server.level.ServerPlayer closest = null;
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object _player = backingSet[i];
+ if (!(_player instanceof net.minecraft.server.level.ServerPlayer)) {
+ continue;
+ }
+ net.minecraft.server.level.ServerPlayer player = (net.minecraft.server.level.ServerPlayer)_player;
+
+ double distance = player.distanceToSqr(sourceX, sourceY, sourceZ);
+ if (distance < closestDistance && predicate.test(player)) {
+ closest = player;
+ closestDistance = distance;
+ }
+ }
+
+ return closest;
+ }
+
+ public void getNearestPlayers(double sourceX, double sourceY, double sourceZ, java.util.function.Predicate<Entity> predicate,
+ double range, java.util.List<net.minecraft.server.level.ServerPlayer> ret) {
+ if (!this.playerGeneralAreaCacheSet) {
+ this.updateGeneralAreaCache();
+ }
+
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> nearby = this.playerGeneralAreaCache;
+
+ if (nearby == null) {
+ return;
+ }
+
+ double rangeSquared = range * range;
+
+ Object[] backingSet = nearby.getBackingSet();
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object _player = backingSet[i];
+ if (!(_player instanceof net.minecraft.server.level.ServerPlayer)) {
+ continue;
+ }
+ net.minecraft.server.level.ServerPlayer player = (net.minecraft.server.level.ServerPlayer)_player;
+
+ if (range >= 0.0) {
+ double distanceSquared = player.distanceToSqr(sourceX, sourceY, sourceZ);
+ if (distanceSquared > rangeSquared) {
+ continue;
+ }
+ }
+
+ if (predicate == null || predicate.test(player)) {
+ ret.add(player);
+ }
+ }
+ }
+ // Paper end - optimise checkDespawn
2021-11-28 09:33:00 +01:00
public LevelChunk(ServerLevel world, ProtoChunk protoChunk, @Nullable LevelChunk.PostLoadProcessor entityLoader) {
this(world, protoChunk.getPos(), protoChunk.getUpgradeData(), protoChunk.unpackBlockTicks(), protoChunk.unpackFluidTicks(), protoChunk.getInhabitedTime(), protoChunk.getSections(), entityLoader, protoChunk.getBlendingData());