PaperMC/Spigot-Server-Patches/Optimize-Collision-Chunk-lookup-and-avoid-loading-fa.patch
Aikar a25f99d254 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:
122289ff Add FaceAttachable interface to handle Grindstone facing in common with Switches
a6db750e SPIGOT-5647: ZombieVillager entity should have getVillagerType()

CraftBukkit Changes:
bbe3d58e SPIGOT-5650: Lectern.setPage(int) causes a NullPointerException
3075579f Add FaceAttachable interface to handle Grindstone facing in common with Switches
95bd4238 SPIGOT-5647: ZombieVillager entity should have getVillagerType()
4d975ac3 SPIGOT-5617: setBlockData does not work when NotPlayEvent is called by redstone current
2020-04-02 17:07:06 -04:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 2 Apr 2020 02:37:57 -0400
Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby chunks.
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
index f851ed11df..d154487294 100644
--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
@@ -0,0 +0,0 @@ public interface ICollisionAccess extends IBlockAccess {
}
while (cursorposition.a()) {
- int k1 = cursorposition.b();
- int l1 = cursorposition.c();
- int i2 = cursorposition.d();
+ int k1 = cursorposition.b();int x = k1; // Paper
+ int l1 = cursorposition.c();int y = l1; // Paper
+ int i2 = cursorposition.d();int z = i2; // Paper
int j2 = cursorposition.e();
if (j2 != 3) {
int k2 = k1 >> 4;
int l2 = i2 >> 4;
- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper start - ensure we don't load chunks
+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
+ // Paper end
if (iblockaccess != null) {
blockposition_mutableblockposition.d(k1, l1, i2);
--