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Instead of using the entire world or player list, use the distance maps to only iterate players who are even seeing the chunk the packet is originating from. This will drastically cut down on packet sending cost for worlds with lots of players in them. Closes #3437
44 lines
2.3 KiB
Diff
44 lines
2.3 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: Sat, 23 May 2020 17:03:41 -0400
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Subject: [PATCH] Optimize sending packets to nearby locations (sounds/effects)
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Instead of using the entire world or player list, use the distance
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maps to only iterate players who are even seeing the chunk the packet
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is originating from.
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This will drastically cut down on packet sending cost for worlds with
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lots of players in them.
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diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
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index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
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--- a/src/main/java/net/minecraft/server/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/PlayerList.java
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@@ -0,0 +0,0 @@ public abstract class PlayerList {
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world = (WorldServer) entityhuman.world;
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}
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- List<? extends EntityHuman> players1 = world == null ? players : world.players;
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- for (int j = 0; j < players1.size(); ++j) {
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- EntityHuman entity = players1.get(j);
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- if (!(entity instanceof EntityPlayer)) continue;
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- EntityPlayer entityplayer = (EntityPlayer) entity;
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+ // Paper start
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+ if (world == null && dimensionmanager != null) {
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+ world = dimensionmanager.world;
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+ }
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+ if (world == null) {
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+ LOGGER.error("Sending packet to invalid world" + entityhuman + " " + dimensionmanager + " - " + packet.getClass().getName(), new Throwable());
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+ return; // ??? shouldn't happen...
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+ }
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+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> nearbyPlayers = world.getChunkProvider().playerChunkMap.playerViewDistanceBroadcastMap.getObjectsInRange(MCUtil.fastFloor(d0) >> 4, MCUtil.fastFloor(d2) >> 4);
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+ if (nearbyPlayers == null) {
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+ return;
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+ }
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+ Object[] backingSet = nearbyPlayers.getBackingSet();
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+ for (Object object : backingSet) {
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+ if (!(object instanceof EntityPlayer)) continue;
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+ EntityPlayer entityplayer = (EntityPlayer) object;
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// Paper end
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// CraftBukkit start - Test if player receiving packet can see the source of the packet
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