mirror of
https://github.com/PaperMC/Paper.git
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515 lines
26 KiB
Diff
515 lines
26 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Tue, 12 Sep 2023 06:50:16 -0700
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Subject: [PATCH] Actually optimise explosions
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The vast majority of blocks an explosion of power ~4 tries
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to destroy are duplicates. The core of the block destroying
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part of this patch is to cache the block state, resistance, and
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whether it should explode - as those will not change.
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The other part of this patch is to optimise the visibility
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percentage calculation. The new visibility calculation takes
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advantage of the block caching already done by the explosion logic.
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It continues to update the cache as the visibility calculation
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uses many rays which can overlap significantly.
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Effectively, the patch uses a lot of caching to eliminate
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redundant operations.
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Performance benchmarking explosions is challenging, as it varies
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depending on the power, the number of nearby entities, and the
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nearby terrain. This means that no benchmark can cover all the cases.
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I decided to test a giant block of TNT, as that's where the optimisations
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would be needed the most.
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I tested using a 50x10x50 block of TNT above ground
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and determined the following:
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Vanilla time per explosion: 2.27ms
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Lithium time per explosion: 1.07ms
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This patch time per explosion: 0.45ms
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The results indicate that this logic is 5 times faster than Vanilla
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and 2.3 times faster than Lithium.
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diff --git a/src/main/java/net/minecraft/world/level/Explosion.java b/src/main/java/net/minecraft/world/level/Explosion.java
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index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
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--- a/src/main/java/net/minecraft/world/level/Explosion.java
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+++ b/src/main/java/net/minecraft/world/level/Explosion.java
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@@ -0,0 +0,0 @@ public class Explosion {
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this.yield = this.blockInteraction == Explosion.BlockInteraction.DESTROY_WITH_DECAY ? 1.0F / this.radius : 1.0F; // CraftBukkit
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}
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+ // Paper start - optimise collisions
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+ private static final double[] CACHED_RAYS;
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+ static {
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+ final it.unimi.dsi.fastutil.doubles.DoubleArrayList rayCoords = new it.unimi.dsi.fastutil.doubles.DoubleArrayList();
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+
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+ for (int x = 0; x <= 15; ++x) {
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+ for (int y = 0; y <= 15; ++y) {
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+ for (int z = 0; z <= 15; ++z) {
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+ if ((x == 0 || x == 15) || (y == 0 || y == 15) || (z == 0 || z == 15)) {
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+ double xDir = (double)((float)x / 15.0F * 2.0F - 1.0F);
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+ double yDir = (double)((float)y / 15.0F * 2.0F - 1.0F);
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+ double zDir = (double)((float)z / 15.0F * 2.0F - 1.0F);
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+
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+ double mag = Math.sqrt(
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+ xDir * xDir + yDir * yDir + zDir * zDir
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+ );
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+
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+ rayCoords.add((xDir / mag) * (double)0.3F);
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+ rayCoords.add((yDir / mag) * (double)0.3F);
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+ rayCoords.add((zDir / mag) * (double)0.3F);
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+ }
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+ }
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+ }
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+ }
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+
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+ CACHED_RAYS = rayCoords.toDoubleArray();
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+ }
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+
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+ private static final int CHUNK_CACHE_SHIFT = 2;
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+ private static final int CHUNK_CACHE_MASK = (1 << CHUNK_CACHE_SHIFT) - 1;
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+ private static final int CHUNK_CACHE_WIDTH = 1 << CHUNK_CACHE_SHIFT;
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+
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+ private static final int BLOCK_EXPLOSION_CACHE_SHIFT = 3;
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+ private static final int BLOCK_EXPLOSION_CACHE_MASK = (1 << BLOCK_EXPLOSION_CACHE_SHIFT) - 1;
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+ private static final int BLOCK_EXPLOSION_CACHE_WIDTH = 1 << BLOCK_EXPLOSION_CACHE_SHIFT;
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+
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+ // resistance = (res + 0.3F) * 0.3F;
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+ // so for resistance = 0, we need res = -0.3F
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+ private static final Float ZERO_RESISTANCE = Float.valueOf(-0.3f);
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+ private it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<ExplosionBlockCache> blockCache = null;
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+
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+ public static final class ExplosionBlockCache {
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+
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+ public final long key;
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+ public final BlockPos immutablePos;
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+ public final BlockState blockState;
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+ public final FluidState fluidState;
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+ public final float resistance;
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+ public final boolean outOfWorld;
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+ public Boolean shouldExplode; // null -> not called yet
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+ public net.minecraft.world.phys.shapes.VoxelShape cachedCollisionShape;
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+
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+ public ExplosionBlockCache(long key, BlockPos immutablePos, BlockState blockState, FluidState fluidState, float resistance,
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+ boolean outOfWorld) {
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+ this.key = key;
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+ this.immutablePos = immutablePos;
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+ this.blockState = blockState;
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+ this.fluidState = fluidState;
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+ this.resistance = resistance;
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+ this.outOfWorld = outOfWorld;
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+ }
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+ }
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+
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+ private long[] chunkPosCache = null;
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+ private net.minecraft.world.level.chunk.LevelChunk[] chunkCache = null;
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+
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+ private ExplosionBlockCache getOrCacheExplosionBlock(final int x, final int y, final int z,
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+ final long key, final boolean calculateResistance) {
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+ ExplosionBlockCache ret = this.blockCache.get(key);
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+ if (ret != null) {
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+ return ret;
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+ }
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+
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+ BlockPos pos = new BlockPos(x, y, z);
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+
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+ if (!this.level.isInWorldBounds(pos)) {
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+ ret = new ExplosionBlockCache(key, pos, null, null, 0.0f, true);
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+ } else {
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+ net.minecraft.world.level.chunk.LevelChunk chunk;
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+ long chunkKey = io.papermc.paper.util.CoordinateUtils.getChunkKey(x >> 4, z >> 4);
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+ int chunkCacheKey = ((x >> 4) & CHUNK_CACHE_MASK) | (((z >> 4) << CHUNK_CACHE_SHIFT) & (CHUNK_CACHE_MASK << CHUNK_CACHE_SHIFT));
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+ if (this.chunkPosCache[chunkCacheKey] == chunkKey) {
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+ chunk = this.chunkCache[chunkCacheKey];
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+ } else {
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+ this.chunkPosCache[chunkCacheKey] = chunkKey;
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+ this.chunkCache[chunkCacheKey] = chunk = this.level.getChunk(x >> 4, z >> 4);
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+ }
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+
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+ BlockState blockState = chunk.getBlockStateFinal(x, y, z);
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+ FluidState fluidState = blockState.getFluidState();
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+
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+ Optional<Float> resistance = !calculateResistance ? Optional.empty() : this.damageCalculator.getBlockExplosionResistance((Explosion)(Object)this, this.level, pos, blockState, fluidState);
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+
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+ ret = new ExplosionBlockCache(
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+ key, pos, blockState, fluidState,
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+ (resistance.orElse(ZERO_RESISTANCE).floatValue() + 0.3f) * 0.3f,
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+ false
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+ );
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+ }
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+
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+ this.blockCache.put(key, ret);
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+
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+ return ret;
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+ }
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+
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+ private boolean clipsAnything(final Vec3 from, final Vec3 to,
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+ final io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext context,
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+ final ExplosionBlockCache[] blockCache,
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+ final BlockPos.MutableBlockPos currPos) {
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+ // assume that context.delegated = false
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+ final double adjX = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.x - to.x);
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+ final double adjY = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.y - to.y);
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+ final double adjZ = io.papermc.paper.util.CollisionUtil.COLLISION_EPSILON * (from.z - to.z);
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+
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+ if (adjX == 0.0 && adjY == 0.0 && adjZ == 0.0) {
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+ return false;
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+ }
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+
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+ final double toXAdj = to.x - adjX;
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+ final double toYAdj = to.y - adjY;
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+ final double toZAdj = to.z - adjZ;
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+ final double fromXAdj = from.x + adjX;
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+ final double fromYAdj = from.y + adjY;
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+ final double fromZAdj = from.z + adjZ;
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+
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+ int currX = Mth.floor(fromXAdj);
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+ int currY = Mth.floor(fromYAdj);
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+ int currZ = Mth.floor(fromZAdj);
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+
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+ final double diffX = toXAdj - fromXAdj;
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+ final double diffY = toYAdj - fromYAdj;
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+ final double diffZ = toZAdj - fromZAdj;
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+
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+ final double dxDouble = Math.signum(diffX);
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+ final double dyDouble = Math.signum(diffY);
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+ final double dzDouble = Math.signum(diffZ);
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+
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+ final int dx = (int)dxDouble;
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+ final int dy = (int)dyDouble;
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+ final int dz = (int)dzDouble;
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+
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+ final double normalizedDiffX = diffX == 0.0 ? Double.MAX_VALUE : dxDouble / diffX;
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+ final double normalizedDiffY = diffY == 0.0 ? Double.MAX_VALUE : dyDouble / diffY;
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+ final double normalizedDiffZ = diffZ == 0.0 ? Double.MAX_VALUE : dzDouble / diffZ;
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+
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+ double normalizedCurrX = normalizedDiffX * (diffX > 0.0 ? (1.0 - Mth.frac(fromXAdj)) : Mth.frac(fromXAdj));
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+ double normalizedCurrY = normalizedDiffY * (diffY > 0.0 ? (1.0 - Mth.frac(fromYAdj)) : Mth.frac(fromYAdj));
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+ double normalizedCurrZ = normalizedDiffZ * (diffZ > 0.0 ? (1.0 - Mth.frac(fromZAdj)) : Mth.frac(fromZAdj));
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+
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+ for (;;) {
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+ currPos.set(currX, currY, currZ);
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+
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+ // ClipContext.Block.COLLIDER -> BlockBehaviour.BlockStateBase::getCollisionShape
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+ // ClipContext.Fluid.NONE -> ignore fluids
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+
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+ // read block from cache
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+ final long key = BlockPos.asLong(currX, currY, currZ);
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+
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+ final int cacheKey =
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+ (currX & BLOCK_EXPLOSION_CACHE_MASK) |
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+ (currY & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT) |
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+ (currZ & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT + BLOCK_EXPLOSION_CACHE_SHIFT);
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+ ExplosionBlockCache cachedBlock = blockCache[cacheKey];
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+ if (cachedBlock == null || cachedBlock.key != key) {
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+ blockCache[cacheKey] = cachedBlock = this.getOrCacheExplosionBlock(currX, currY, currZ, key, false);
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+ }
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+
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+ final BlockState blockState = cachedBlock.blockState;
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+ if (blockState != null && !blockState.emptyCollisionShape()) {
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+ net.minecraft.world.phys.shapes.VoxelShape collision = cachedBlock.cachedCollisionShape;
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+ if (collision == null) {
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+ collision = blockState.getConstantCollisionShape();
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+ if (collision == null) {
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+ collision = blockState.getCollisionShape(this.level, currPos, context);
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+ if (!context.isDelegated()) {
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+ // if it was not delegated during this call, assume that for any future ones it will not be delegated
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+ // again, and cache the result
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+ cachedBlock.cachedCollisionShape = collision;
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+ }
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+ } else {
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+ cachedBlock.cachedCollisionShape = collision;
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+ }
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+ }
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+
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+ if (!collision.isEmpty() && collision.clip(from, to, currPos) != null) {
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+ return true;
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+ }
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+ }
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+
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+ if (normalizedCurrX > 1.0 && normalizedCurrY > 1.0 && normalizedCurrZ > 1.0) {
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+ return false;
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+ }
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+
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+ // inc the smallest normalized coordinate
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+
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+ if (normalizedCurrX < normalizedCurrY) {
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+ if (normalizedCurrX < normalizedCurrZ) {
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+ currX += dx;
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+ normalizedCurrX += normalizedDiffX;
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+ } else {
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+ // x < y && x >= z <--> z < y && z <= x
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+ currZ += dz;
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+ normalizedCurrZ += normalizedDiffZ;
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+ }
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+ } else if (normalizedCurrY < normalizedCurrZ) {
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+ // y <= x && y < z
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+ currY += dy;
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+ normalizedCurrY += normalizedDiffY;
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+ } else {
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+ // y <= x && z <= y <--> z <= y && z <= x
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+ currZ += dz;
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+ normalizedCurrZ += normalizedDiffZ;
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+ }
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+ }
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+ }
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+
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+ private float getSeenFraction(final Vec3 source, final Entity target,
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+ final ExplosionBlockCache[] blockCache,
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+ final BlockPos.MutableBlockPos blockPos) {
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+ final AABB boundingBox = target.getBoundingBox();
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+ final double diffX = boundingBox.maxX - boundingBox.minX;
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+ final double diffY = boundingBox.maxY - boundingBox.minY;
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+ final double diffZ = boundingBox.maxZ - boundingBox.minZ;
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+
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+ final double incX = 1.0 / (diffX * 2.0 + 1.0);
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+ final double incY = 1.0 / (diffY * 2.0 + 1.0);
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+ final double incZ = 1.0 / (diffZ * 2.0 + 1.0);
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+
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+ if (incX < 0.0 || incY < 0.0 || incZ < 0.0) {
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+ return 0.0f;
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+ }
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+
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+ final double offX = (1.0 - Math.floor(1.0 / incX) * incX) * 0.5 + boundingBox.minX;
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+ final double offY = boundingBox.minY;
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+ final double offZ = (1.0 - Math.floor(1.0 / incZ) * incZ) * 0.5 + boundingBox.minZ;
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+
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+ final io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext context = new io.papermc.paper.util.CollisionUtil.LazyEntityCollisionContext(target);
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+
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+ int totalRays = 0;
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+ int missedRays = 0;
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+
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+ for (double dx = 0.0; dx <= 1.0; dx += incX) {
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+ final double fromX = Math.fma(dx, diffX, offX);
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+ for (double dy = 0.0; dy <= 1.0; dy += incY) {
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+ final double fromY = Math.fma(dy, diffY, offY);
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+ for (double dz = 0.0; dz <= 1.0; dz += incZ) {
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+ ++totalRays;
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+
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+ final Vec3 from = new Vec3(
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+ fromX,
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+ fromY,
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+ Math.fma(dz, diffZ, offZ)
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+ );
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+
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+ if (!this.clipsAnything(from, source, context, blockCache, blockPos)) {
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+ ++missedRays;
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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 (float)missedRays / (float)totalRays;
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+ }
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+ // Paper end - optimise collisions
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+
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private ExplosionDamageCalculator makeDamageCalculator(@Nullable Entity entity) {
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return (ExplosionDamageCalculator) (entity == null ? Explosion.EXPLOSION_DAMAGE_CALCULATOR : new EntityBasedExplosionDamageCalculator(entity));
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}
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@@ -0,0 +0,0 @@ public class Explosion {
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int i;
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int j;
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- for (int k = 0; k < 16; ++k) {
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- for (i = 0; i < 16; ++i) {
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- for (j = 0; j < 16; ++j) {
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- if (k == 0 || k == 15 || i == 0 || i == 15 || j == 0 || j == 15) {
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- double d0 = (double) ((float) k / 15.0F * 2.0F - 1.0F);
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- double d1 = (double) ((float) i / 15.0F * 2.0F - 1.0F);
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- double d2 = (double) ((float) j / 15.0F * 2.0F - 1.0F);
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- double d3 = Math.sqrt(d0 * d0 + d1 * d1 + d2 * d2);
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-
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- d0 /= d3;
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- d1 /= d3;
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- d2 /= d3;
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+ // Paper start - optimise explosions
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+ this.blockCache = new it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<>();
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+
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+ this.chunkPosCache = new long[CHUNK_CACHE_WIDTH * CHUNK_CACHE_WIDTH];
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+ java.util.Arrays.fill(this.chunkPosCache, ChunkPos.INVALID_CHUNK_POS);
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+
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+ this.chunkCache = new net.minecraft.world.level.chunk.LevelChunk[CHUNK_CACHE_WIDTH * CHUNK_CACHE_WIDTH];
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+
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+ final ExplosionBlockCache[] blockCache = new ExplosionBlockCache[BLOCK_EXPLOSION_CACHE_WIDTH * BLOCK_EXPLOSION_CACHE_WIDTH * BLOCK_EXPLOSION_CACHE_WIDTH];
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+ // use initial cache value that is most likely to be used: the source position
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+ final ExplosionBlockCache initialCache;
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+ {
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+ final int blockX = Mth.floor(this.x);
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+ final int blockY = Mth.floor(this.y);
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+ final int blockZ = Mth.floor(this.z);
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+
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+ final long key = BlockPos.asLong(blockX, blockY, blockZ);
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+
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+ initialCache = this.getOrCacheExplosionBlock(blockX, blockY, blockZ, key, true);
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+ }
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+ // only ~1/3rd of the loop iterations in vanilla will result in a ray, as it is iterating the perimeter of
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+ // a 16x16x16 cube
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+ // we can cache the rays and their normals as well, so that we eliminate the excess iterations / checks and
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+ // calculations in one go
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+ // additional aggressive caching of block retrieval is very significant, as at low power (i.e tnt) most
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+ // block retrievals are not unique
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+ for (int ray = 0, len = CACHED_RAYS.length; ray < len;) {
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+ {
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+ {
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+ {
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+ ExplosionBlockCache cachedBlock = initialCache;
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+
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+ double d0 = CACHED_RAYS[ray];
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+ double d1 = CACHED_RAYS[ray + 1];
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+ double d2 = CACHED_RAYS[ray + 2];
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+ ray += 3;
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+ // Paper end - optimise explosions
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float f = this.radius * (0.7F + this.level.random.nextFloat() * 0.6F);
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double d4 = this.x;
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double d5 = this.y;
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double d6 = this.z;
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for (float f1 = 0.3F; f > 0.0F; f -= 0.22500001F) {
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- BlockPos blockposition = BlockPos.containing(d4, d5, d6);
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- BlockState iblockdata = this.level.getBlockState(blockposition);
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- if (!iblockdata.isDestroyable()) continue; // Paper
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- FluidState fluid = iblockdata.getFluidState(); // Paper
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+ // Paper start - optimise explosions
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+ final int blockX = Mth.floor(d4);
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+ final int blockY = Mth.floor(d5);
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+ final int blockZ = Mth.floor(d6);
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+
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+ final long key = BlockPos.asLong(blockX, blockY, blockZ);
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+
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+ if (cachedBlock.key != key) {
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+ final int cacheKey =
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+ (blockX & BLOCK_EXPLOSION_CACHE_MASK) |
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+ (blockY & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT) |
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+ (blockZ & BLOCK_EXPLOSION_CACHE_MASK) << (BLOCK_EXPLOSION_CACHE_SHIFT + BLOCK_EXPLOSION_CACHE_SHIFT);
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+ cachedBlock = blockCache[cacheKey];
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+ if (cachedBlock == null || cachedBlock.key != key) {
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+ blockCache[cacheKey] = cachedBlock = this.getOrCacheExplosionBlock(blockX, blockY, blockZ, key, true);
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+ }
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+ }
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- if (!this.level.isInWorldBounds(blockposition)) {
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+ if (cachedBlock.outOfWorld) {
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break;
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}
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- Optional<Float> optional = this.damageCalculator.getBlockExplosionResistance(this, this.level, blockposition, iblockdata, fluid);
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+ BlockPos blockposition = cachedBlock.immutablePos;
|
|
+ BlockState iblockdata = cachedBlock.blockState;
|
|
+ // Paper end - optimise explosions
|
|
|
|
- if (optional.isPresent()) {
|
|
- f -= ((Float) optional.get() + 0.3F) * 0.3F;
|
|
- }
|
|
-
|
|
- if (f > 0.0F && this.damageCalculator.shouldBlockExplode(this, this.level, blockposition, iblockdata, f)) {
|
|
+ if (!iblockdata.isDestroyable()) continue; // Paper
|
|
+ // Paper - optimise explosions
|
|
+
|
|
+ f -= cachedBlock.resistance; // Paper - optimise explosions
|
|
+
|
|
+ if (f > 0.0F && cachedBlock.shouldExplode == null) { // Paper - optimise explosions
|
|
+ // Paper start - optimise explosions
|
|
+ // note: we expect shouldBlockExplode to be pure with respect to power, as Vanilla currently is.
|
|
+ // basically, it is unused, which allows us to cache the result
|
|
+ final boolean shouldExplode = this.damageCalculator.shouldBlockExplode(this, this.level, cachedBlock.immutablePos, cachedBlock.blockState, f);
|
|
+ cachedBlock.shouldExplode = shouldExplode ? Boolean.TRUE : Boolean.FALSE;
|
|
+ if (shouldExplode && (this.fire || !cachedBlock.blockState.isAir())) {
|
|
+ // Paper end - optimise explosions
|
|
set.add(blockposition);
|
|
// Paper start - prevent headless pistons from forming
|
|
if (!io.papermc.paper.configuration.GlobalConfiguration.get().unsupportedSettings.allowHeadlessPistons && iblockdata.getBlock() == Blocks.MOVING_PISTON) {
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
}
|
|
}
|
|
// Paper end
|
|
+ } // Paper - optimise explosions
|
|
}
|
|
|
|
- d4 += d0 * 0.30000001192092896D;
|
|
- d5 += d1 * 0.30000001192092896D;
|
|
- d6 += d2 * 0.30000001192092896D;
|
|
+ d4 += d0; // Paper - optimise explosions
|
|
+ d5 += d1; // Paper - optimise explosions
|
|
+ d6 += d2; // Paper - optimise explosions
|
|
}
|
|
}
|
|
}
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
Vec3 vec3d = new Vec3(this.x, this.y, this.z);
|
|
Iterator iterator = list.iterator();
|
|
|
|
+ final BlockPos.MutableBlockPos blockPos = new BlockPos.MutableBlockPos(); // Paper - optimise explosions
|
|
+
|
|
while (iterator.hasNext()) {
|
|
Entity entity = (Entity) iterator.next();
|
|
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
for (EnderDragonPart entityComplexPart : ((EnderDragon) entity).subEntities) {
|
|
// Calculate damage separately for each EntityComplexPart
|
|
if (list.contains(entityComplexPart)) {
|
|
- entityComplexPart.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entity));
|
|
+ entityComplexPart.hurt(this.damageSource, this.damageCalculator.getEntityDamageAmount(this, entity, getSeenFraction(vec3d, entityComplexPart, blockCache, blockPos))); // Paper - actually optimise explosions
|
|
}
|
|
}
|
|
} else {
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
// CraftBukkit end
|
|
}
|
|
|
|
- double d12 = (1.0D - d7) * this.getBlockDensity(vec3d, entity); // Paper - Optimize explosions
|
|
+ double d12 = (1.0D - d7) * this.getBlockDensity(vec3d, entity, blockCache, blockPos); // Paper - Optimize explosions
|
|
double d13;
|
|
|
|
if (entity instanceof LivingEntity) {
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
}
|
|
}
|
|
|
|
+ this.blockCache = null; // Paper - optimise explosions
|
|
+ this.chunkPosCache = null; // Paper - optimise explosions
|
|
+ this.chunkCache = null; // Paper - optimise explosions
|
|
}
|
|
|
|
public void finalizeExplosion(boolean particles) {
|
|
@@ -0,0 +0,0 @@ public class Explosion {
|
|
private BlockInteraction() {}
|
|
}
|
|
// Paper start - Optimize explosions
|
|
- private float getBlockDensity(Vec3 vec3d, Entity entity) {
|
|
+ private float getBlockDensity(Vec3 vec3d, Entity entity, ExplosionBlockCache[] blockCache, BlockPos.MutableBlockPos blockPos) { // Paper - optimise explosions
|
|
if (!this.level.paperConfig().environment.optimizeExplosions) {
|
|
- return getSeenPercent(vec3d, entity);
|
|
+ return this.getSeenFraction(vec3d, entity, blockCache, blockPos); // Paper - optimise explosions
|
|
}
|
|
CacheKey key = new CacheKey(this, entity.getBoundingBox());
|
|
Float blockDensity = this.level.explosionDensityCache.get(key);
|
|
if (blockDensity == null) {
|
|
- blockDensity = getSeenPercent(vec3d, entity);
|
|
+ blockDensity = this.getSeenFraction(vec3d, entity, blockCache, blockPos); // Paper - optimise explosions;
|
|
this.level.explosionDensityCache.put(key, blockDensity);
|
|
}
|
|
|
|
diff --git a/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java b/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
|
|
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
|
|
--- a/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
|
|
+++ b/src/main/java/net/minecraft/world/level/ExplosionDamageCalculator.java
|
|
@@ -0,0 +0,0 @@ public class ExplosionDamageCalculator {
|
|
}
|
|
|
|
public float getEntityDamageAmount(Explosion explosion, Entity entity) {
|
|
+ // Paper start - actually optimise explosions
|
|
+ return this.getEntityDamageAmount(explosion, entity, Explosion.getSeenPercent(explosion.center(), entity));
|
|
+ }
|
|
+ public float getEntityDamageAmount(Explosion explosion, Entity entity, double seenPercent) {
|
|
+ // Paper end - actually optimise explosions
|
|
float f = explosion.radius() * 2.0F;
|
|
Vec3 vec3 = explosion.center();
|
|
double d = Math.sqrt(entity.distanceToSqr(vec3)) / (double)f;
|
|
- double e = (1.0D - d) * (double)Explosion.getSeenPercent(vec3, entity);
|
|
+ double e = (1.0D - d) * seenPercent; // Paper - actually optimise explosions
|
|
return (float)((e * e + e) / 2.0D * 7.0D * (double)f + 1.0D);
|
|
}
|
|
}
|