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928bcc8d3a
Upstream has released updates that appear 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: 09943450 Update SnakeYAML version 5515734f SPIGOT-7162: Incorrect description for Entity#getVehicle javadoc 6f82b381 PR-788: Add getHand() to all relevant events CraftBukkit Changes: aaf484f6f SPIGOT-7163: CraftMerchantRecipe doesn't copy demand and specialPrice from BukkitMerchantRecipe 5329dd6fd PR-1107: Add getHand() to all relevant events 93061706e SPIGOT-7045: Ocelots never spawn with babies with spawn reason OCELOT_BABY
42 lines
2.6 KiB
Diff
42 lines
2.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 2 Nov 2018 23:11:51 -0400
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Subject: [PATCH] Optimize World Time Updates
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Splits time updates into incremental updates as well as does
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the updates per world, so that we can re-use the same packet
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object for every player unless they have per-player time enabled.
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diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
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index 5e1a0ab40d9d03844c6e0b962bb15d3b4b40d229..44b70cef867093979e5481bee4d60676bdca6d47 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
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+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
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@@ -1372,12 +1372,24 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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MinecraftTimings.timeUpdateTimer.startTiming(); // Spigot // Paper
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// Send time updates to everyone, it will get the right time from the world the player is in.
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- if (this.tickCount % 20 == 0) {
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- for (int i = 0; i < this.getPlayerList().players.size(); ++i) {
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- ServerPlayer entityplayer = (ServerPlayer) this.getPlayerList().players.get(i);
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- entityplayer.connection.send(new ClientboundSetTimePacket(entityplayer.level.getGameTime(), entityplayer.getPlayerTime(), entityplayer.level.getGameRules().getBoolean(GameRules.RULE_DAYLIGHT))); // Add support for per player time
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+ // Paper start - optimize time updates
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+ for (final ServerLevel world : this.getAllLevels()) {
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+ final boolean doDaylight = world.getGameRules().getBoolean(GameRules.RULE_DAYLIGHT);
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+ final long dayTime = world.getDayTime();
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+ long worldTime = world.getGameTime();
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+ final ClientboundSetTimePacket worldPacket = new ClientboundSetTimePacket(worldTime, dayTime, doDaylight);
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+ for (Player entityhuman : world.players()) {
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+ if (!(entityhuman instanceof ServerPlayer) || (tickCount + entityhuman.getId()) % 20 != 0) {
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+ continue;
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+ }
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+ ServerPlayer entityplayer = (ServerPlayer) entityhuman;
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+ long playerTime = entityplayer.getPlayerTime();
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+ ClientboundSetTimePacket packet = (playerTime == dayTime) ? worldPacket :
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+ new ClientboundSetTimePacket(worldTime, playerTime, doDaylight);
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+ entityplayer.connection.send(packet); // Add support for per player time
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}
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}
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+ // Paper end
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MinecraftTimings.timeUpdateTimer.stopTiming(); // Spigot // Paper
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while (iterator.hasNext()) {
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