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e45b853e60
light calculations repeatedly looks up the same chunk while going down on the Y access. Pass the chunk to it to skip many round trips to the map lookup process. while the gains arent as big since we have last access cache, it should hopefully avoid many callstacks of depth and improve inlining, as well as avoids entering a synchronized code block. The avoiding of entering synchronized section is the main goal here.
44 lines
2 KiB
Diff
44 lines
2 KiB
Diff
From 17559df2144117d9f2ad7bf70d54fbd8d8c0a8db Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 28 Sep 2018 21:49:53 -0400
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Subject: [PATCH] Fix issues with entity loss due to unloaded chunks
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Vanilla has risk of losing entities by causing them to be
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removed from all chunks if they try to move into an unloaded chunk.
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This pretty much means high chance this entity will be lost in this scenario.
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There is another case that adding an entity to the world can fail if
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the chunk isn't loaded.
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Lots of the server is designed around addEntity never expecting to fail for these reasons,
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nor is it really logical.
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This change ensures the chunks are always loaded when entities are
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added to the world, or a valid entity moves between chunks.
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 4179ba7cd8..d659ffe9ba 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -1146,7 +1146,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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int i = MathHelper.floor(entity.locX / 16.0D);
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int j = MathHelper.floor(entity.locZ / 16.0D);
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- boolean flag = entity.attachedToPlayer;
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+ boolean flag = true; // Paper - always load chunks for entity adds
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// Paper start - Set origin location when the entity is being added to the world
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if (entity.origin == null) {
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@@ -1650,7 +1650,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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this.getChunkAt(entity.ae, entity.ag).a(entity, entity.af);
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}
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- if (!entity.bN() && !this.isChunkLoaded(i, k, true)) {
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+ if (!entity.valid && !entity.bN() && !this.isChunkLoaded(i, k, true)) { // Paper - always load chunks to register valid entities location
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entity.inChunk = false;
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} else {
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this.getChunkAt(i, k).a(entity);
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--
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2.19.0
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