Normally the JVM can inline virtual getters by having two sets of code, one is the 'optimized' code and the other is the 'deoptimized' code.
If a single type is used 99% of the time, then its worth it to inline, and to revert to 'deoptimized' the 1% of the time we encounter other types.
But if two types are encountered commonly, then the JVM can't inline them both, and the call overhead remains.
This scenario also occurs with BlockPos and MutableBlockPos.
The variables in BlockPos are final, so MutableBlockPos can't modify them.
MutableBlockPos fixes this by adding custom mutable variables, and overriding the getters to access them.
This approach with utility methods that operate on MutableBlockPos and BlockPos.
Specific examples are BlockPosition.up(), and World.isValidLocation().
It makes these simple methods much slower than they need to be.
This should result in an across the board speedup in anything that accesses blocks or does logic with positions.
This is based upon conclusions drawn from inspecting the assenmbly generated bythe JIT compiler on my microbenchmarks.
They had 'callq' (invoke) instead of 'mov' (get from memory) instructions.
API relating to items being actively used by a LivingEntity
such as a bow or eating food.
== AT ==
public net/minecraft/world/entity/LivingEntity completeUsingItem()V
public net/minecraft/server/level/ServerPlayer completeUsingItem()V
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Add Entity as a Source capability, and add more API choices, and on Location.
Co-authored-by: Esoteric Enderman <90862990+EsotericEnderman@users.noreply.github.com>
Co-authored-by: Bjarne Koll <git@lynxplay.dev>
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
Adds missing call to Illagers and also adds Arrow ItemStack to skeletons
== AT ==
public net.minecraft.world.entity.projectile.AbstractArrow getPickupItem()Lnet.minecraft.world.item.ItemStack;
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.
See: https://luckformula.emc.gs for data and details
-----------
The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.
Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance
-----------
This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.
Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.
This change will result in some major changes to fishing formulas.
-----------
I would love to see this change in Vanilla, so Mojang please pull :)
Make sure the hash code does not change and also remove outdated
equals logic from CraftPlayer. Long-term, the override there should
be entirely removed, but this is good enough for now.
Replacing some getHandle method calls with direct field access will
also reduce overhead from casts that the overridden methods come with,
at least until those are changed later on as well.
Adds ability to control who receives it and who is the source/sender (vanish API)
the standard API is to send the packet to everyone in the world, which is ineffecient.
Adds an option to control the force mode of the particle.
This adds a new Builder API which is much friendlier to use.
Fires an event anytime an enderman intends to teleport away from the player
You may cancel this, enabling ranged attacks to damage the enderman for example.
In some enviroments, the channel limit set by spigot can cause issues,
e.g. servers which allow and support the usage of mod packs.
provide an optional flag to disable this check, at your own risk.
The Minecraft server often fails to respond to old ("legacy") pings
from old Minecraft versions using the protocol used before the switch
to Netty in Minecraft 1.7.
Due to packet fragmentation[1], we might not have all needed bytes
available when the LegacyPingHandler is called. In this case, it will
run into an error, remove the handler and continue using the modern
protocol.
This is unlikely to happen for the first two revisions of the legacy
ping protocol (used in Minecraft 1.5.x and older) since the request
consists of only one or two bytes, but happens frequently for the
last/third revision introduced in Minecraft 1.6.
It has much larger, variable packet sizes due to the inclusion of
the virtual host (the hostname/port used to connect to the server).
The solution[2] is simple: If we find more than two matching bytes,
we buffer the remaining bytes until we have enough to fully read and
respond to the request.
[1]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h3-11
[2]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h4-13
The Craft Scheduler still uses the primary thread for task scheduling.
This results in the main thread still having to do work as part of the
dispatching of async tasks.
If plugins make use of lots of async tasks, such as particle emitters
that want to keep the logic off the main thread, the main thread still
receives quite a bit of load from processing all of these queued tasks.
Additionally, resizing and managing the pending entries for all of
these asynchronous tasks takes up time on the main thread too.
This commit replaces the implementation of the scheduler when working
with asynchronous tasks, by forwarding calls to the new scheduler.
The Async Scheduler uses a single thread executor for "management" tasks.
The Management Thread is responsible for all adding and dispatching of
scheduled tasks.
The mainThreadHeartbeat will send a heartbeat task to the management thread
with the currentTick value, so that it can find which tasks to execute.
Scheduling of an async tasks also dispatches a management task, ensuring
that any Queue resizing operation occurs off of the main thread.
The async queue uses a complete separate PriorityQueue, ensuring that resize
operations are decoupled from the sync tasks queue.
Gets the unique ID of the player currently known as the specified player name
In Offline Mode, will return an Offline UUID
This is a more performant way to obtain a UUID for a name than loading an OfflinePlayer
This seems completely pointless, as packet dispatch uses .writeAndFlush.
Things seem to work fine without explicit flushing, but incase issues arise,
provide a System property to re-enable it using improved logic of doing the
flushing on the netty event loop, so it won't do the flush on the main thread.
Renable flushing by passing -Dpaper.explicit-flush=true
GUIs are opened on the client, meaning that the server cannot block them from opening,
However, it is possible to close these GUIs from the server.
Flower pots are also not updated on the client when interaction is cancelled, this patch
also resolves this.
This is adds basic item meta for armor stands. It does not add all
possible metadata however.
There are armor, hand, and equipment types, as well as position data
that can also be added here. This initial addition should serve a
starting point for future additions in this area.
Fixes GH-559
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.
If Mojang API does need to be hit, event fire so you can get the results.
This is useful for implementing a ProfileCache for Player Skulls
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.
Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.
Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.
See: https://github.com/PaperMC/Paper/issues/917