f37381ea8a
Removes synchronization from sending packets Makes normal packet sends no longer need to be wrapped and queued like it use to work. Adds more packet queue immunities on top of keep alive to let the following scenarios go out without delay: - Keep Alive - Chat - Kick - All of the packets during the Player Joined World event Hoping that latter one helps join timeout issues more too for slow connections. Removes processing packet queue off of main thread - for the few cases where it is allowed, order is not necessary nor should it even be happening concurrently in first place (handshaking/login/status) Ensures packets sent asynchronously are dispatched on main thread This helps ensure safety for ProtocolLib as packet listeners are commonly accessing world state. This will allow you to schedule a packet to be sent async, but itll be dispatched sync for packet listeners to process. This should solve some deadlock risks This may provide a decent performance improvement because thread synchronization incurs a cache reset so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really hot activity.
33 lines
1.5 KiB
Diff
33 lines
1.5 KiB
Diff
From 33ba8aeb0d9111fc2a29d9d2ae89e1c69e586d46 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Wed, 15 Apr 2020 17:56:07 -0700
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Subject: [PATCH] Don't run entity collision code if not needed
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Will not run if max entity craming is disabled and
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the max collisions per entity is less than or equal to 0
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diff --git a/src/main/java/net/minecraft/server/EntityLiving.java b/src/main/java/net/minecraft/server/EntityLiving.java
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index 253e35826f6..2c81344a65b 100644
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--- a/src/main/java/net/minecraft/server/EntityLiving.java
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+++ b/src/main/java/net/minecraft/server/EntityLiving.java
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@@ -2666,10 +2666,16 @@ public abstract class EntityLiving extends Entity {
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protected void doTick() {}
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protected void collideNearby() {
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+ // Paper - start don't run getEntities if we're not going to use its result
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+ int i = this.world.getGameRules().getInt(GameRules.MAX_ENTITY_CRAMMING);
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+ if (i <= 0 && world.paperConfig.maxCollisionsPerEntity <= 0) {
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+ return;
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+ }
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+ // Paper - end don't run getEntities if we're not going to use its result
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List<Entity> list = this.world.getEntities(this, this.getBoundingBox(), IEntitySelector.a(this));
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if (!list.isEmpty()) {
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- int i = this.world.getGameRules().getInt(GameRules.MAX_ENTITY_CRAMMING);
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+ // Paper - move up
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int j;
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if (i > 0 && list.size() > i - 1 && this.random.nextInt(4) == 0) {
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--
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2.26.2
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