PaperMC/patches/server/0599-Don-t-lookup-fluid-state-when-raytracing-skip-air-bl.patch
Spottedleaf 8c5b837e05 Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.

Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.

Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.

Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.

Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-18 23:00:59 -08:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Fri, 28 Aug 2020 12:33:47 -0700
Subject: [PATCH] Don't lookup fluid state when raytracing, skip air blocks
Just use the iblockdata already retrieved, removes a getType call.
Also save approx. 5% for the raytrace call, as most (expensive)
raytracing tends to go through air and returning early is an
easy win. The remaining problems with this function
are mostly with the block getting itself.
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
index f39ccc0d2a4eea4e1e0b15608780c7c4a749e672..7e1a332168357b9af14dbe3299549c2c93903fa6 100644
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
@@ -80,7 +80,8 @@ public interface BlockGetter extends LevelHeightAccessor {
return BlockHitResult.miss(raytrace1.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
}
// Paper end - Prevent raytrace from loading chunks
- FluidState fluid = this.getFluidState(blockposition);
+ if (iblockdata.isAir()) return null; // Paper - Perf: optimise air cases
+ FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: don't need to go to world state again
Vec3 vec3d = raytrace1.getFrom();
Vec3 vec3d1 = raytrace1.getTo();
VoxelShape voxelshape = raytrace1.getBlockShape(iblockdata, this, blockposition);