mirror of
https://github.com/PaperMC/Paper.git
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167 lines
11 KiB
Diff
167 lines
11 KiB
Diff
Date: Thu, 2 Jul 2020 12:02:43 -0700
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Subject: [PATCH] Optimise collision checking in player move packet handling
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Move collision logic to just the hasNewCollision call instead of getCubes + hasNewCollision
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diff --git a/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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index 083585a6ab84394a2bc2de6f317c69c7b596e917..b7365e8b410a9e37257cf0a4e79a6f4f82dbbefb 100644
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--- a/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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+++ b/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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@@ -562,7 +562,7 @@ public class ServerGamePacketListenerImpl
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return;
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}
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- boolean flag = serverLevel.noCollision(rootVehicle, rootVehicle.getBoundingBox().deflate(0.0625));
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+ AABB oldBox = rootVehicle.getBoundingBox(); // Paper - copy from player movement packet
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d3 = d - this.vehicleLastGoodX; // Paper - diff on change, used for checking large move vectors above
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d4 = d1 - this.vehicleLastGoodY; // Paper - diff on change, used for checking large move vectors above
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d5 = d2 - this.vehicleLastGoodZ; // Paper - diff on change, used for checking large move vectors above
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@@ -572,6 +572,7 @@ public class ServerGamePacketListenerImpl
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}
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rootVehicle.move(MoverType.PLAYER, new Vec3(d3, d4, d5));
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+ boolean didCollide = toX != rootVehicle.getX() || toY != rootVehicle.getY() || toZ != rootVehicle.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be...
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d3 = d - rootVehicle.getX();
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d4 = d1 - rootVehicle.getY();
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if (d4 > -0.5 || d4 < 0.5) {
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@@ -582,14 +583,22 @@ public class ServerGamePacketListenerImpl
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d7 = d3 * d3 + d4 * d4 + d5 * d5;
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boolean flag2 = false;
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if (d7 > org.spigotmc.SpigotConfig.movedWronglyThreshold) { // Spigot
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- flag2 = true;
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+ flag2 = true; // Paper - diff on change, this should be moved wrongly
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LOGGER.warn("{} (vehicle of {}) moved wrongly! {}", rootVehicle.getName().getString(), this.player.getName().getString(), Math.sqrt(d7));
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}
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rootVehicle.absMoveTo(d, d1, d2, f, f1);
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this.player.absMoveTo(d, d1, d2, this.player.getYRot(), this.player.getXRot()); // CraftBukkit
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- boolean flag3 = serverLevel.noCollision(rootVehicle, rootVehicle.getBoundingBox().deflate(0.0625));
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- if (flag && (flag2 || !flag3)) {
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+ // Paper start - optimise out extra getCubes
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+ boolean teleportBack = flag2; // violating this is always a fail
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+ if (!teleportBack) {
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+ // note: only call after setLocation, or else getBoundingBox is wrong
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+ AABB newBox = rootVehicle.getBoundingBox();
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+ if (didCollide || !oldBox.equals(newBox)) {
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+ teleportBack = this.hasNewCollision(serverLevel, rootVehicle, oldBox, newBox);
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+ } // else: no collision at all detected, why do we care?
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+ }
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+ if (teleportBack) { // Paper end - optimise out extra getCubes
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rootVehicle.absMoveTo(x, y, z, f, f1);
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this.player.absMoveTo(x, y, z, this.player.getYRot(), this.player.getXRot()); // CraftBukkit
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this.send(ClientboundMoveVehiclePacket.fromEntity(rootVehicle));
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@@ -667,9 +676,32 @@ public class ServerGamePacketListenerImpl
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}
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private boolean noBlocksAround(Entity entity) {
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- return entity.level()
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- .getBlockStates(entity.getBoundingBox().inflate(0.0625).expandTowards(0.0, -0.55, 0.0))
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- .allMatch(BlockBehaviour.BlockStateBase::isAir);
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+ // Paper start - stop using streams, this is already a known fixed problem in Entity#move
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+ AABB box = entity.getBoundingBox().inflate(0.0625).expandTowards(0.0, -0.55, 0.0);
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+ int minX = Mth.floor(box.minX);
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+ int minY = Mth.floor(box.minY);
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+ int minZ = Mth.floor(box.minZ);
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+ int maxX = Mth.floor(box.maxX);
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+ int maxY = Mth.floor(box.maxY);
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+ int maxZ = Mth.floor(box.maxZ);
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+
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+ Level level = entity.level();
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+ BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
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+
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+ for (int y = minY; y <= maxY; ++y) {
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+ for (int z = minZ; z <= maxZ; ++z) {
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+ for (int x = minX; x <= maxX; ++x) {
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+ pos.set(x, y, z);
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+ BlockState blockState = level.getBlockStateIfLoaded(pos);
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+ if (blockState != null && !blockState.isAir()) {
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+ return false;
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+ }
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+ }
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+ }
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+ }
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+
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+ return true;
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+ // Paper end - stop using streams, this is already a known fixed problem in Entity#move
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}
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@Override
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@@ -1361,7 +1393,7 @@ public class ServerGamePacketListenerImpl
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}
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}
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- AABB boundingBox = this.player.getBoundingBox();
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+ AABB boundingBox = this.player.getBoundingBox(); // Paper - diff on change, should be old AABB
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d3 = d - this.lastGoodX; // Paper - diff on change, used for checking large move vectors above
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d4 = d1 - this.lastGoodY; // Paper - diff on change, used for checking large move vectors above
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d5 = d2 - this.lastGoodZ; // Paper - diff on change, used for checking large move vectors above
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@@ -1400,6 +1432,7 @@ public class ServerGamePacketListenerImpl
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boolean flag1 = this.player.verticalCollisionBelow;
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this.player.move(MoverType.PLAYER, new Vec3(d3, d4, d5));
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this.player.onGround = packet.isOnGround(); // CraftBukkit - SPIGOT-5810, SPIGOT-5835, SPIGOT-6828: reset by this.player.move
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+ boolean didCollide = toX != this.player.getX() || toY != this.player.getY() || toZ != this.player.getZ(); // Paper - needed here as the difference in Y can be reset - also note: this is only a guess at whether collisions took place, floating point errors can make this true when it shouldn't be...
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// Paper start - prevent position desync
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if (this.awaitingPositionFromClient != null) {
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return; // ... thanks Mojang for letting move calls teleport across dimensions.
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@@ -1431,7 +1464,17 @@ public class ServerGamePacketListenerImpl
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}
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// Paper start - Add fail move event
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- boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && (movedWrongly && serverLevel.noCollision(this.player, boundingBox) || this.isPlayerCollidingWithAnythingNew(serverLevel, boundingBox, d, d1, d2));
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+ // Paper start - optimise out extra getCubes
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+ boolean teleportBack = !this.player.noPhysics && !this.player.isSleeping() && movedWrongly;
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+ this.player.absMoveTo(d, d1, d2, f, f1); // prevent desync by tping to the set position, dropped for unknown reasons by mojang
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+ if (!this.player.noPhysics && !this.player.isSleeping() && !teleportBack) {
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+ AABB newBox = this.player.getBoundingBox();
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+ if (didCollide || !boundingBox.equals(newBox)) {
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+ // note: only call after setLocation, or else getBoundingBox is wrong
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+ teleportBack = this.hasNewCollision(serverLevel, this.player, boundingBox, newBox);
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+ } // else: no collision at all detected, why do we care?
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+ }
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+ // Paper end - optimise out extra getCubes
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if (teleportBack) {
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io.papermc.paper.event.player.PlayerFailMoveEvent event = fireFailMove(io.papermc.paper.event.player.PlayerFailMoveEvent.FailReason.CLIPPED_INTO_BLOCK,
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toX, toY, toZ, toYaw, toPitch, false);
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@@ -1567,7 +1610,7 @@ public class ServerGamePacketListenerImpl
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private boolean updateAwaitingTeleport() {
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if (this.awaitingPositionFromClient != null) {
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- if (this.tickCount - this.awaitingTeleportTime > 20) {
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+ if (false && this.tickCount - this.awaitingTeleportTime > 20) { // Paper - this will greatly screw with clients with > 1000ms RTT
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this.awaitingTeleportTime = this.tickCount;
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this.teleport(
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this.awaitingPositionFromClient.x,
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@@ -1586,6 +1629,33 @@ public class ServerGamePacketListenerImpl
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}
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}
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+ // Paper start - optimise out extra getCubes
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+ private boolean hasNewCollision(final ServerLevel level, final Entity entity, final AABB oldBox, final AABB newBox) {
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+ final List<AABB> collisionsBB = new java.util.ArrayList<>();
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+ final List<VoxelShape> collisionsVoxel = new java.util.ArrayList<>();
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+ ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.getCollisions(
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+ level, entity, newBox, collisionsVoxel, collisionsBB,
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+ ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.COLLISION_FLAG_COLLIDE_WITH_UNLOADED_CHUNKS | ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.COLLISION_FLAG_CHECK_BORDER,
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+ null, null
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+ );
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+
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+ for (int i = 0, len = collisionsBB.size(); i < len; ++i) {
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+ final AABB box = collisionsBB.get(i);
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+ if (!ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.voxelShapeIntersect(box, oldBox)) {
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+ return true;
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+ }
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+ }
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+
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+ for (int i = 0, len = collisionsVoxel.size(); i < len; ++i) {
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+ final VoxelShape voxel = collisionsVoxel.get(i);
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+ if (!ca.spottedleaf.moonrise.patches.collisions.CollisionUtil.voxelShapeIntersectNoEmpty(voxel, oldBox)) {
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+ return true;
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+ }
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+ }
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+
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+ return false;
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+ }
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+ // Paper end - optimise out extra getCubes
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private boolean isPlayerCollidingWithAnythingNew(LevelReader level, AABB box, double x, double y, double z) {
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AABB aabb = this.player.getBoundingBox().move(x - this.player.getX(), y - this.player.getY(), z - this.player.getZ());
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Iterable<VoxelShape> collisions = level.getCollisions(this.player, aabb.deflate(1.0E-5F));
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