LightRNG for better entity performance
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/*
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Written in 2015 by Sebastiano Vigna (vigna@acm.org)
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To the extent possible under law, the author has dedicated all copyright
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and related and neighboring rights to this software to the public domain
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worldwide. This software is distributed without any warranty.
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See <http://creativecommons.org/publicdomain/zero/1.0/>. */
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package io.akarin.api.internal.utils.random;
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/**
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* This is a SplittableRandom-style generator, meant to have a tiny state
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* that permits storing many different generators with low overhead.
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* It should be rather fast, though no guarantees can be made on all hardware.
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* <br>
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* Benchmarking on a Windows laptop with an i7-4700MQ processor running OpenJDK 8
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* reports generation of 64-bit random long output as 17.8x faster than generating
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* an equivalent number of random longs with java.util.Random, and generation of
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* 32-bit random int output as 9.8x faster. Specifically, generating 1 billion longs
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* took about 1.28 nanoseconds per long (1.277 seconds for the whole group) with
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* LightRNG, while java.util.Random (which is meant to produce int, to be fair) took
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* about 22.8 nanoseconds per long (22.797 seconds for the whole group). XorRNG
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* appears to be occasionally faster on int output than LightRNG, but it isn't clear
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* why or what causes that (JIT or GC internals, possibly). XorRNG is slightly
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* slower at generating 64-bit random data, including long and double, but not by
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* a significant degree (a multiplier between 0.9 and 1.2 times). The only deciding
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* factor then is state size, where LightRNG is as small as possible for any JVM
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* object with even a single field: 16 bytes (on a 64-bit JVM; 8-byte objects with
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* 4 bytes or less of non-static members may be possible on 32-bit JVMs but I can't
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* find anything confirming that guess).
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* <br>
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* So yes, this should be very fast, and with only a single long used per LightRNG,
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* it is about as memory-efficient as these generators get.
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* <br>
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* Written in 2015 by Sebastiano Vigna (vigna@acm.org)
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* @author Sebastiano Vigna
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* @author Tommy Ettinger
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*/
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public class LightRNG implements RandomnessSource, StatefulRandomness
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{
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/** 2 raised to the 53, - 1. */
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private static final long DOUBLE_MASK = ( 1L << 53 ) - 1;
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/** 2 raised to the -53. */
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private static final double NORM_53 = 1. / ( 1L << 53 );
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/** 2 raised to the 24, -1. */
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private static final long FLOAT_MASK = ( 1L << 24 ) - 1;
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/** 2 raised to the -24. */
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private static final double NORM_24 = 1. / ( 1L << 24 );
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private static final long serialVersionUID = -374415589203474497L;
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public long state; /* The state can be seeded with any value. */
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/** Creates a new generator seeded using Math.random. */
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public LightRNG() {
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this((long) Math.floor(Math.random() * Long.MAX_VALUE));
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}
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public LightRNG( final long seed ) {
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setSeed(seed);
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}
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@Override
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public int next( int bits ) {
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return (int)( nextLong() & ( 1L << bits ) - 1 );
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}
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/**
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* Can return any long, positive or negative, of any size permissible in a 64-bit signed integer.
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* @return any long, all 64 bits are random
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*/
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@Override
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public long nextLong() {
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long z = ( state += 0x9E3779B97F4A7C15L );
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z = (z ^ (z >>> 30)) * 0xBF58476D1CE4E5B9L;
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z = (z ^ (z >>> 27)) * 0x94D049BB133111EBL;
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return z ^ (z >>> 31);
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}
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/**
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* Produces a copy of this RandomnessSource that, if next() and/or nextLong() are called on this object and the
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* copy, both will generate the same sequence of random numbers from the point copy() was called. This just need to
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* copy the state so it isn't shared, usually, and produce a new value with the same exact state.
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*
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* @return a copy of this RandomnessSource
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*/
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@Override
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public RandomnessSource copy() {
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return new LightRNG(state);
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}
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/**
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* Can return any int, positive or negative, of any size permissible in a 32-bit signed integer.
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* @return any int, all 32 bits are random
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*/
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public int nextInt() {
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return (int)nextLong();
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}
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/**
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* Exclusive on the upper bound. The lower bound is 0.
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* @param bound the upper bound; should be positive
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* @return a random int less than n and at least equal to 0
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*/
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public int nextInt( final int bound ) {
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if ( bound <= 0 ) return 0;
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int threshold = (0x7fffffff - bound + 1) % bound;
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for (;;) {
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int bits = (int)(nextLong() & 0x7fffffff);
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if (bits >= threshold)
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return bits % bound;
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}
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}
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/**
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* Inclusive lower, exclusive upper.
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* @param lower the lower bound, inclusive, can be positive or negative
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* @param upper the upper bound, exclusive, should be positive, must be greater than lower
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* @return a random int at least equal to lower and less than upper
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*/
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public int nextInt( final int lower, final int upper ) {
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if ( upper - lower <= 0 ) throw new IllegalArgumentException("Upper bound must be greater than lower bound");
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return lower + nextInt(upper - lower);
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}
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/**
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* Exclusive on the upper bound. The lower bound is 0.
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* @param bound the upper bound; should be positive
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* @return a random long less than n
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*/
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public long nextLong( final long bound ) {
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if ( bound <= 0 ) return 0;
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long threshold = (0x7fffffffffffffffL - bound + 1) % bound;
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for (;;) {
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long bits = nextLong() & 0x7fffffffffffffffL;
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if (bits >= threshold)
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return bits % bound;
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}
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}
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/**
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* Inclusive lower, exclusive upper.
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* @param lower the lower bound, inclusive, can be positive or negative
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* @param upper the upper bound, exclusive, should be positive, must be greater than lower
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* @return a random long at least equal to lower and less than upper
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*/
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public long nextLong( final long lower, final long upper ) {
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if ( upper - lower <= 0 ) throw new IllegalArgumentException("Upper bound must be greater than lower bound");
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return lower + nextLong(upper - lower);
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}
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/**
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* Gets a uniform random double in the range [0.0,1.0)
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* @return a random double at least equal to 0.0 and less than 1.0
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*/
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public double nextDouble() {
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return ( nextLong() & DOUBLE_MASK ) * NORM_53;
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}
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/**
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* Gets a uniform random double in the range [0.0,outer) given a positive parameter outer. If outer
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* is negative, it will be the (exclusive) lower bound and 0.0 will be the (inclusive) upper bound.
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* @param outer the exclusive outer bound, can be negative
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* @return a random double between 0.0 (inclusive) and outer (exclusive)
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*/
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public double nextDouble(final double outer) {
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return nextDouble() * outer;
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}
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/**
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* Gets a uniform random float in the range [0.0,1.0)
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* @return a random float at least equal to 0.0 and less than 1.0
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*/
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public float nextFloat() {
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return (float)( ( nextLong() & FLOAT_MASK ) * NORM_24 );
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}
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/**
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* Gets a random value, true or false.
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* Calls nextLong() once.
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* @return a random true or false value.
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*/
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public boolean nextBoolean() {
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return ( nextLong() & 1 ) != 0L;
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}
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/**
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* Given a byte array as a parameter, this will fill the array with random bytes (modifying it
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* in-place). Calls nextLong() {@code Math.ceil(bytes.length / 8.0)} times.
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* @param bytes a byte array that will have its contents overwritten with random bytes.
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*/
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public void nextBytes( final byte[] bytes ) {
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int i = bytes.length, n = 0;
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while( i != 0 ) {
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n = Math.min( i, 8 );
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for ( long bits = nextLong(); n-- != 0; bits >>= 8 ) bytes[ --i ] = (byte)bits;
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}
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}
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/**
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* Sets the seed of this generator (which is also the current state).
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* @param seed the seed to use for this LightRNG, as if it was constructed with this seed.
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*/
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public void setSeed( final long seed ) {
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state = seed;
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}
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/**
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* Sets the seed (also the current state) of this generator.
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* @param seed the seed to use for this LightRNG, as if it was constructed with this seed.
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*/
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@Override
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public void setState( final long seed ) {
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state = seed;
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}
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/**
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* Gets the current state of this generator.
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* @return the current seed of this LightRNG, changed once per call to nextLong()
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*/
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@Override
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public long getState() {
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return state;
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}
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/**
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* Advances or rolls back the LightRNG's state without actually generating numbers. Skip forward
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* or backward a number of steps specified by advance, where a step is equal to one call to nextInt().
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* @param advance Number of future generations to skip past. Can be negative to backtrack.
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* @return the state after skipping.
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*/
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public long skip(long advance)
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{
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return state += 0x9E3779B97F4A7C15L * advance;
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}
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@Override
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public String toString() {
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return "LightRNG (" + state + ")"; // Akarin
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}
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}
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@@ -0,0 +1,62 @@
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package io.akarin.api.internal.utils.random;
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import java.util.Random;
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/**
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* This is a "fake" LightRandom, backed by the LightRNG.
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*
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* This is useful if you want to quickly replace a Random variable with
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* LightRNG without breaking every code.
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*/
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public class LightRandom extends Random {
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public static LightRNG light = new LightRNG(); // LightRNG, static.
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private static final long serialVersionUID = 1L;
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@Override
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public int next(int bits) {
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return light.next(bits);
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}
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@Override
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public void nextBytes(byte[] bytes) {
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light.nextBytes(bytes);
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}
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@Override
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public int nextInt() {
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return light.nextInt();
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}
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@Override
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public int nextInt(int n) {
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return light.nextInt(n);
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}
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@Override
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public long nextLong() {
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return light.nextLong();
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}
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@Override
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public boolean nextBoolean() {
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return light.nextBoolean();
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}
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@Override
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public float nextFloat() {
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return light.nextFloat();
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}
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@Override
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public double nextDouble() {
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return light.nextDouble();
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}
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// Akarin start
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@Override
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public void setSeed(long seed) {
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light.setSeed(seed);
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}
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// Akarin end
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}
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@@ -0,0 +1,40 @@
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package io.akarin.api.internal.utils.random;
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import java.io.Serializable;
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/**
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* This interface defines the interactions required of a random number
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* generator. It is a replacement for Java's built-in Random because for
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* improved performance.
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*
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* @author Eben Howard - http://squidpony.com - howard@squidpony.com
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*/
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public interface RandomnessSource extends Serializable {
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/**
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* Using this method, any algorithm that might use the built-in Java Random
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* can interface with this randomness source.
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*
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* @param bits the number of bits to be returned
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* @return the integer containing the appropriate number of bits
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*/
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int next(int bits);
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/**
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*
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* Using this method, any algorithm that needs to efficiently generate more
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* than 32 bits of random data can interface with this randomness source.
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*
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* Get a random long between Long.MIN_VALUE and Long.MAX_VALUE (both inclusive).
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* @return a random long between Long.MIN_VALUE and Long.MAX_VALUE (both inclusive)
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*/
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long nextLong();
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/**
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* Produces a copy of this RandomnessSource that, if next() and/or nextLong() are called on this object and the
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* copy, both will generate the same sequence of random numbers from the point copy() was called. This just need to
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* copy the state so it isn't shared, usually, and produce a new value with the same exact state.
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* @return a copy of this RandomnessSource
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*/
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RandomnessSource copy();
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}
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@@ -0,0 +1,20 @@
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package io.akarin.api.internal.utils.random;
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/**
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* A simple interface for RandomnessSources that have the additional property of a state that can be re-set.
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* Created by Tommy Ettinger on 9/15/2015.
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*/
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public interface StatefulRandomness extends RandomnessSource {
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/**
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* Get the current internal state of the StatefulRandomness as a long.
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* @return the current internal state of this object.
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*/
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long getState();
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/**
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* Set the current internal state of this StatefulRandomness with a long.
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*
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* @param state a 64-bit long. You should avoid passing 0, even though some implementations can handle that.
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*/
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void setState(long state);
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}
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@@ -21,7 +21,7 @@ public abstract class MixinEntity {
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@Overwrite // PAIL: isInLava
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public boolean au() {
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/*
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* This is originally comes from Migot (https://github.com/Poweruser/Migot/commit/cafbf1707107d2a3aa6232879f305975bb1f0285)
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* This originally comes from Migot (https://github.com/Poweruser/Migot/commit/cafbf1707107d2a3aa6232879f305975bb1f0285)
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* Thanks @Poweruser
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*/
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int currentTick = MinecraftServer.currentTick;
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2954
sources/src/main/java/net/minecraft/server/Entity.java
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2954
sources/src/main/java/net/minecraft/server/Entity.java
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