Optimize Light Recalculations
The server triggers light recalculations even if the new block is the same as the old block. At this time, BlockData Properties do not impact light calculations. So the only way light should change, is if the block itself changes from 1 block to another. Additionally, as of 1.13, water now only blocks 1 light level instead of 3, meaning that light level decreasing is the same as air. This means, transitions between water and air also do not need to recalculate light, which saves a TON of updates caused by fluids flowing.
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From bfe4057567647862f7f8c377acc4bff3788e42d5 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 28 Sep 2018 20:46:29 -0400
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Subject: [PATCH] Optimize Light Recalculations
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The server triggers light recalculations even if the new block
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is the same as the old block. At this time, BlockData Properties
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do not impact light calculations.
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So the only way light should change, is if the block itself
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changes from 1 block to another.
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Additionally, as of 1.13, water now only blocks 1 light level
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instead of 3, meaning that light level decreasing is the same as air.
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This means, transitions between water and air also do not need
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to recalculate light, which saves a TON of updates caused by
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fluids flowing.
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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index 53aab97866..dad294ecbe 100644
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--- a/src/main/java/net/minecraft/server/Chunk.java
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+++ b/src/main/java/net/minecraft/server/Chunk.java
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@@ -103,6 +103,9 @@ public class Chunk implements IChunkAccess {
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// Keep this synced with entitySlices.add() and entitySlices.remove()
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private final int[] itemCounts = new int[16];
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private final int[] inventoryEntityCounts = new int[16];
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+ public static boolean shouldRecheckLight(Block block, Block block1) {
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+ return !(block == block1 || (block1 == Blocks.WATER && block == Blocks.AIR) || (block == Blocks.WATER && block1 == Blocks.AIR));
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+ }
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// Paper end
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public boolean areNeighborsLoaded(final int radius) {
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switch (radius) {
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@@ -578,7 +581,7 @@ public class Chunk implements IChunkAccess {
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} else {
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if (flag1) {
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this.initLighting();
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- } else {
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+ } else if (shouldRecheckLight(block, block1)) { // Paper - Optimize light recalculations
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this.runOrQueueLightUpdate(() -> { // Paper - Queue light update
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int i1 = iblockdata.b(this.world, blockposition);
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int j1 = iblockdata1.b(this.world, blockposition);
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 13f69f1b82..cd25bf3d9e 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -444,7 +444,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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} else {
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IBlockData iblockdata2 = this.getType(blockposition);
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- if (iblockdata2.b(this, blockposition) != iblockdata1.b(this, blockposition) || iblockdata2.e() != iblockdata1.e()) {
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+ if (Chunk.shouldRecheckLight(iblockdata.getBlock(), iblockdata2.getBlock()) && iblockdata2.b(this, blockposition) != iblockdata1.b(this, blockposition) || iblockdata2.e() != iblockdata1.e()) { // Paper - optimize light recalculations
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this.methodProfiler.a("checkLight");
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chunk.runOrQueueLightUpdate(() -> this.r(blockposition)); // Paper - Queue light update
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this.methodProfiler.e();
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--
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2.19.0
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