PaperMC/patches/server/0680-Do-not-run-raytrace-logic-for-AIR.patch
Jake Potrebic 7c2dc4b342
Use Codecs for adventure Component conversions & network serialization (#10014)
* finish implementing all adventure components in codecs

* add some initial tests

* Add round trip tests for text and translatable components

* Add more round trip test data (score component is failing)

* Add more round trip test data

* Fix SCORE_COMPONENT_MAP_CODEC

* Improve test failure messages

* Add failure cases

* Add a couple more test data

* Make use of AdventureCodecs

* Update patches after rebase

* Squash changes into adventure patch

* Fix AT formatting

* update comment

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Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2023-12-11 22:02:06 -08:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Sun, 7 Mar 2021 13:15:04 -0800
Subject: [PATCH] Do not run raytrace logic for AIR
Saves approx. 5% for the raytrace call, as most (expensive)
raytracing tends to go through air and returning early is an
easy win. The remaining problems with this function
are mostly with the block getting itself.
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
index bd3eb39981c1d6028804f05c21eec6127389ca40..799837c172a5f7856c78e6fe2595c575f3058a5e 100644
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
@@ -92,6 +92,7 @@ public interface BlockGetter extends LevelHeightAccessor {
return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
}
// Paper end
+ if (iblockdata.isAir()) return null; // Paper - optimise air cases
FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
Vec3 vec3d = raytrace1.getFrom();
Vec3 vec3d1 = raytrace1.getTo();