Strip raytracing for EntityLiving#hasLineOfSight
Co-authored-by: Paul Sauve <paul@technove.co>
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959 changed files with 476 additions and 277 deletions
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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: Mon, 15 May 2023 20:25:26 -0700
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Subject: [PATCH] Optimise recalcBlockCounts() for empty sections
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In 1.18, every chunk section is initialised to a non-null value
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and recalcBlockCounts() is invoked for each section.
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However, in a standard world, most sections are empty. In such cases,
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recalcBlockCounts() would iterate over ever position - even though
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the block data would all be air. To avoid this, we skip
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searching the section unless the palette indicates there _could_ be
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a non-air block state or non-empty fluid state.
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Chunk loading initially showed that recalcBlockCounts() over
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sections with a ZeroBitStorage data to to take ~20% of the process,
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now it takes <1%.
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diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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index 7a57a75db00cd64e4c95740b575277a1f355e414..d4477b0dda6a1ef7bd8323c0d11b636bd071d18e 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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@@ -232,6 +232,7 @@ public class LevelChunkSection {
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this.nonEmptyBlockCount = 0;
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this.tickingBlockCount = 0;
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this.tickingFluidCount = 0;
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+ if (this.maybeHas((BlockState state) -> !state.isAir() || !state.getFluidState().isEmpty())) { // Paper - do not run forEachLocation on clearly empty sections
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this.states.forEachLocation((BlockState iblockdata, int i) -> {
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FluidState fluid = iblockdata.getFluidState();
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@@ -251,6 +252,7 @@ public class LevelChunkSection {
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}
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});
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+ } // Paper - do not run forEachLocation on clearly empty sections
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// Paper end
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this.initBlockCollisionData(); // Paper
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}
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