Commit graph

10 commits

Author SHA1 Message Date
Spottedleaf
c300745c8b even even even even more work 2020-06-25 16:38:24 -07:00
Aikar
6c87b85dd1
1.16.1 prep 2020-06-24 22:00:02 -04:00
Aikar
eaa76a3115
Add Villager Tasks to EAR inactive tick to keep behavior
Stuff like restocking trades and reputation changes can happen when
a Villager is out of Activation Range now.
2020-05-30 04:54:40 -04:00
JellySquid
d454bbd5e1
Implement JellySquid's Entity Collision optimisations patch
This patch replaces the vanilla collision code for both block and entity collisions with faster implementations by JellySquid, used originally in her Lithium mod.

Optimizes Full Block voxel collisions, and removes streams from Entity collisions

Original code by JellySquid, licensed under GNU Lesser General Public License v3.0
you can find the original code on https://github.com/jellysquid3/lithium-fabric/tree/1.15.x/fabric (Yarn mappings)

Ported by
Co-authored-by: Zoutelande <54509836+Zoutelande@users.noreply.github.com>

Touched up by Aikar to keep previous paper optimizations
2020-05-09 19:19:18 -04:00
Aikar
36f34f01c0
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
da9ef3c5 #496: Add methods to get/set ItemStacks in EquipmentSlots
3abebc9f #492: Let Tameable extend Animals rather than Entity
941111a0 #495: Expose ItemStack and hand used in PlayerShearEntityEvent
4fe19cae #494: InventoryView - Add missing Brewing FUEL_TIME

CraftBukkit Changes:
933e9094 #664: Add methods to get/set ItemStacks in EquipmentSlots
18722312 #662: Expose ItemStack and hand used in PlayerShearEntityEvent
2020-05-06 06:05:22 -04:00
Aikar
f37381ea8a
Optimize Network Manager to not need synchronization
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
  - Keep Alive
  - Chat
  - Kick
  - All of the packets during the Player Joined World event

Hoping that latter one helps join timeout issues more too for slow connections.

Removes processing packet queue off of main thread
  - for the few cases where it is allowed, order is not necessary nor
    should it even be happening concurrently in first place (handshaking/login/status)

Ensures packets sent asynchronously are dispatched on main thread

This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.

This should solve some deadlock risks

This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
2020-05-06 05:28:47 -04:00
Aikar
6e41f7b79a
Update Activation Range 2.0 with more villager controls
Now has separate configs to control Villager immunities a bit.

whether or not they wake up due to panic situations (raids)
and when should they wake up when work is available after being
inactive for so long, and for how long.

This work config may make the 'wake up inactive' feature for villagers
useless in most scenarios, but if there is a situation where the villager
does go without needing to work for a long period of time, it would kick
in then.

This also removes movement based immunities, so now villagers should only move
if they trigger a work immunity, panic immunity, or inactive wake up immunity.

Fixes #3263
2020-05-01 21:48:33 -04:00
Aikar
57dd397155
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
b999860d SPIGOT-2304: Add LootGenerateEvent

CraftBukkit Changes:
77fd87e4 SPIGOT-2304: Implement LootGenerateEvent
a1a705ee SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent
41712edd SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
2020-05-01 18:03:57 -04:00
Aikar
842e040c19
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
220bc594 #486: Add method to get player's attack cooldown
21853d39 SPIGOT-5681: Increase max plugin channel size
5b972adc Improve build process
b55e58d9 Note which custom generator is missing required method

CraftBukkit Changes:
893ad93b #650: Add method to get player's attack cooldown
ef706b06 #655: Added support for the VM tag jansi.passthrough when processing messages sent to a ColouredConsoleSender.
e0cfb347 SPIGOT-5689: Fireball.setDirection increases velocity too much
94cb030f SPIGOT-5673: swingHand API does not show to self
b331a055 SPIGOT-5680: isChunkGenerated creates empty region files
e1335932 Improve build process
a8ec1d60 Add a couple of method null checks to CraftWorld
ce66f693 Misc checkstyle fixes
8bd0e9ab SPIGOT-5669: Fix Beehive.isSedated

Spigot Changes:
2040c4c4 SPIGOT-5677, MC-114796: Fix portals generating outside world border
ab8f6b5a Rebuild patches
e7dc2f53 Rebuild patches
2020-04-27 03:34:45 -04:00
Aikar
e0ea2e0e14
Entity Activation Range 2.0! Major improvements to restoring behavior
Calling this 2.0 as it's a pretty major improvement with more knobs to twist.

This update fixes many things. The goal here is to restore vanilla behavior to some degree.
Instead of permanent inactive pools of animals, let them show some signs of life some....

Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance.
Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it.

Changes:

1) All monsters are now classed as Monster. Mojang has an interface, we should use it.
   - This now includes Shulker, Slimes, see #2 for Phantom and Ghast
2) Villagers and Flying Monsters now have their own separate activation range configs.
   - Villagers will default to your Animals config
3) Added a bunch of more immunities
   - Brand new entities are immune for a few seconds
   - Entities that recently traveled by portal are immune for few seconds
   - Entities that are leashed to a player are immune
   - Ender Signals are immune
   - Entities that are jumping, climbing, dying (lol) are immune
   - Minecarts are now always immune to the movement restriction
4) Villagers immunity received major overhaul...
   - Now has many immunities for Villager activities to let them
     do their work then go back inactive
   - Such as interacting with doors and workstations should be more normal now
   - Raids will trigger immunities, in that villagers will run and hide when bell rings.
   - Raid should keep the entire village immune during the raid to keep gameplay mechanics
     You can disable raids by game rule if you dont want raids

Then the big one.....

Wake Up Inactive Entities:
One issue plagueing "farms" is that we no longer even let entities move now.
Entities become lifeless.

A new system has been introduced to wake up inactive entities every so often, to let
them stretch their legs, eat some food, play with each other and experience the good entity life.

Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every
so often after staying inactive for a very long. This grants them a temporary immunity, that
the goal is they will then find "stuff to do" by having a longer activity window.

How many to wake up, how often they wake up, and for how long they wake up are all configurable.

Current EAR Immunities really don't give some entities enough of a window to find work
to then keep them immune for the work to even start. This system should help that.

We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick.

So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick,
and then the 9th will wake up on next tick, 10th on next tick.

If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick.

This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 01:22:44 -04:00
Renamed from Spigot-Server-Patches/0424-Activation-Range-Improvements.patch (Browse further)