Optimize Collision to not load chunks

The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.

Treat an unloaded chunk as a collision for entities, and also for players if
the "prevent moving into unloaded chunks" setting is enabled.

If that setting is not enabled, collisions will be ignored for players, since
movement will load only the chunk the player enters anyways and avoids loading
massive amounts of surrounding chunks due to large AABB lookups.

Fixes #3321
This commit is contained in:
Aikar 2020-05-09 15:47:08 -04:00
parent 7c9097159c
commit f0b502d564
2 changed files with 72 additions and 39 deletions

View file

@ -1,39 +0,0 @@
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 2 Apr 2020 02:37:57 -0400
Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby chunks.
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
@@ -0,0 +0,0 @@ public interface ICollisionAccess extends IBlockAccess {
}
while (cursorposition.a()) {
- int k1 = cursorposition.b();
- int l1 = cursorposition.c();
- int i2 = cursorposition.d();
+ int k1 = cursorposition.b();int x = k1; // Paper
+ int l1 = cursorposition.c();int y = l1; // Paper
+ int i2 = cursorposition.d();int z = i2; // Paper
int j2 = cursorposition.e();
if (j2 != 3) {
int k2 = k1 >> 4;
int l2 = i2 >> 4;
- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper start - ensure we don't load chunks
+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper end
if (iblockaccess != null) {
blockposition_mutableblockposition.d(k1, l1, i2);

View file

@ -0,0 +1,72 @@
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 2 Apr 2020 02:37:57 -0400
Subject: [PATCH] Optimize Collision to not load chunks
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
Treat an unloaded chunk as a collision for entities, and also for players if
the "prevent moving into unloaded chunks" setting is enabled.
If that serting is not enabled, collisions will be ignored for players, since
movement will load only the chunk the player enters anyways and avoids loading
massive amounts of surrounding chunks due to large AABB lookups.
diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
@@ -0,0 +0,0 @@ public interface ICollisionAccess extends IBlockAccess {
}
while (cursorposition.a()) {
- int k1 = cursorposition.b();
- int l1 = cursorposition.c();
- int i2 = cursorposition.d();
+ int k1 = cursorposition.b();int x = k1; // Paper
+ int l1 = cursorposition.c();int y = l1; // Paper
+ int i2 = cursorposition.d();int z = i2; // Paper
int j2 = cursorposition.e();
if (j2 != 3) {
- int k2 = k1 >> 4;
- int l2 = i2 >> 4;
- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
-
- if (iblockaccess != null) {
- blockposition_mutableblockposition.d(k1, l1, i2);
- IBlockData iblockdata = iblockaccess.getType(blockposition_mutableblockposition);
+ // Paper start - ensure we don't load chunks
+ //int k2 = k1 >> 4;
+ //int l2 = i2 >> 4;
+ //boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 8;
+ blockposition_mutableblockposition.setValues(x, y, z); // Paper - moved up
+ IBlockData iblockdata = ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
+ if (iblockdata == null) {
+ if (!(entity instanceof EntityPlayer) || entity.world.paperConfig.preventMovingIntoUnloadedChunks) {
+ VoxelShape voxelshape3 = VoxelShapes.a(new AxisAlignedBB(new BlockPosition(x, y, z)));
+ consumer.accept(voxelshape3);
+ return true;
+ }
+ } else {
+ //blockposition_mutableblockposition.d(k1, l1, i2); // moved up
+ //IBlockData iblockdata = iblockaccess.getType(blockposition_mutableblockposition); // moved up
+ // Paper end
if ((j2 != 1 || iblockdata.f()) && (j2 != 2 || iblockdata.getBlock() == Blocks.MOVING_PISTON)) {
VoxelShape voxelshape2 = iblockdata.b((IBlockAccess) ICollisionAccess.this, blockposition_mutableblockposition, voxelshapecollision);
diff --git a/src/main/java/net/minecraft/server/VoxelShapes.java b/src/main/java/net/minecraft/server/VoxelShapes.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/VoxelShapes.java
+++ b/src/main/java/net/minecraft/server/VoxelShapes.java
@@ -0,0 +0,0 @@ public final class VoxelShapes {
if (k2 < 3) {
blockposition_mutableblockposition.a(enumaxiscycle1, i2, j2, l1);
- IBlockData iblockdata = iworldreader.getType(blockposition_mutableblockposition);
+ IBlockData iblockdata = iworldreader.getTypeIfLoaded(blockposition_mutableblockposition); // Paper
+ if (iblockdata == null) return 0.0D; // Paper
if ((k2 != 1 || iblockdata.f()) && (k2 != 2 || iblockdata.getBlock() == Blocks.MOVING_PISTON)) {
d0 = iblockdata.b((IBlockAccess) iworldreader, blockposition_mutableblockposition, voxelshapecollision).a(enumdirection_enumaxis2, axisalignedbb.d((double) (-blockposition_mutableblockposition.getX()), (double) (-blockposition_mutableblockposition.getY()), (double) (-blockposition_mutableblockposition.getZ())), d0);