PaperMC/patches/server/0863-Optimize-nearest-structure-border-iteration.patch
2024-10-25 15:15:12 +02:00

39 lines
2.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Martijn Muijsers <martijnmuijsers@live.nl>
Date: Mon, 21 Aug 2023 21:05:09 +0200
Subject: [PATCH] Optimize nearest structure border iteration
Getting the nearest generated structure contains a nested set of loops that
iterates over all chunks at a specific chessboard distance. It does this by
iterating over the entire square of chunks within that distance, and checking
if the coordinates are at exactly the right distance to be on the border.
This patch optimizes the iteration by only iterating over the border chunks.
This evaluated chunks are the same, and in the same order, as before, to
ensure that the returned found structure (which may for example be a buried
treasure that will be marked on a treasure map) is the same as in vanilla.
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
index 31c5f54c90d6e35875f762747f8618e58e2eed91..582065b2d4e818c0edec36b2e9847f8ed3266b10 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
@@ -265,12 +265,15 @@ public abstract class ChunkGenerator {
int i1 = placement.spacing();
for (int j1 = -radius; j1 <= radius; ++j1) {
- boolean flag1 = j1 == -radius || j1 == radius;
+ // Paper start - Perf: iterate over border chunks instead of entire square chunk area
+ boolean flag1 = j1 == -radius || j1 == radius; final boolean onBorderAlongZAxis = flag1; // Paper - OBFHELPER
- for (int k1 = -radius; k1 <= radius; ++k1) {
- boolean flag2 = k1 == -radius || k1 == radius;
+ for (int k1 = -radius; k1 <= radius; k1 += onBorderAlongZAxis ? 1 : radius * 2) {
+ // boolean flag2 = k1 == -radius || k1 == radius;
- if (flag1 || flag2) {
+ // if (flag1 || flag2) {
+ if (true) {
+ // Paper end - Perf: iterate over border chunks instead of entire square chunk area
int l1 = centerChunkX + i1 * j1;
int i2 = centerChunkZ + i1 * k1;
ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2);