Optimize Explosions
This commit is contained in:
@@ -2,13 +2,11 @@ package net.minecraft.server;
|
||||
|
||||
import com.google.common.collect.Lists;
|
||||
import com.google.common.collect.Maps;
|
||||
import com.google.common.collect.Sets;
|
||||
import java.util.HashSet;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Random;
|
||||
import it.unimi.dsi.fastutil.longs.LongOpenHashSet;
|
||||
|
||||
import javax.annotation.Nullable;
|
||||
import java.util.*;
|
||||
import java.util.function.Predicate;
|
||||
|
||||
// CraftBukkit start
|
||||
import org.bukkit.craftbukkit.event.CraftEventFactory;
|
||||
@@ -31,6 +29,18 @@ public class Explosion {
|
||||
private final List<BlockPosition> blocks = Lists.newArrayList();
|
||||
private final Map<EntityHuman, Vec3D> k = Maps.newHashMap();
|
||||
public boolean wasCanceled = false; // CraftBukkit - add field
|
||||
|
||||
// Dionysus start
|
||||
private final BlockPosition.MutableBlockPosition cachedPos = new BlockPosition.MutableBlockPosition();
|
||||
// The chunk coordinate of the most recently stepped through block.
|
||||
private int prevChunkX = Integer.MIN_VALUE;
|
||||
private int prevChunkZ = Integer.MIN_VALUE;
|
||||
|
||||
// The chunk belonging to prevChunkPos.
|
||||
private Chunk prevChunk;
|
||||
|
||||
private static final com.google.common.base.Predicate<Entity> hitPredicate = entity -> IEntitySelector.d.apply(entity) && !entity.dead; // Dionysus - Paper - don't hit dead entities
|
||||
// Dionysus end
|
||||
|
||||
public Explosion(World world, Entity entity, double d0, double d1, double d2, float f, boolean flag, boolean flag1) {
|
||||
this.world = world;
|
||||
@@ -49,73 +59,59 @@ public class Explosion {
|
||||
return;
|
||||
}
|
||||
// CraftBukkit end
|
||||
HashSet hashset = Sets.newHashSet();
|
||||
boolean flag = true;
|
||||
// Dionysus start - optimize memory usage from explosions
|
||||
// CaffeineMC optimized raytracing loop
|
||||
// @author JellySquid
|
||||
// @author nopjmp
|
||||
// https://github.com/CaffeineMC/lithium-fabric
|
||||
// Using integer encoding for the block positions provides a massive speedup and prevents us from needing to
|
||||
// allocate a block position for every step we make along each ray, eliminating essentially all the memory
|
||||
// allocations of this function. The overhead of packing block positions into integer format is negligible
|
||||
// compared to a memory allocation and associated overhead of hashing real objects in a set.
|
||||
final LongOpenHashSet touched = new LongOpenHashSet(0);
|
||||
final Random random = this.world.random;
|
||||
for (int rayX = 0; rayX < 16; ++rayX) {
|
||||
boolean xPlane = rayX == 0 || rayX == 15;
|
||||
double vecX = (((float) rayX / 15.0F) * 2.0F) - 1.0F;
|
||||
|
||||
int i;
|
||||
int j;
|
||||
for (int rayY = 0; rayY < 16; ++rayY) {
|
||||
boolean yPlane = rayY == 0 || rayY == 15;
|
||||
double vecY = (((float) rayY / 15.0F) * 2.0F) - 1.0F;
|
||||
|
||||
for (int k = 0; k < 16; ++k) {
|
||||
for (i = 0; i < 16; ++i) {
|
||||
for (j = 0; j < 16; ++j) {
|
||||
if (k == 0 || k == 15 || i == 0 || i == 15 || j == 0 || j == 15) {
|
||||
double d0 = (double) ((float) k / 15.0F * 2.0F - 1.0F);
|
||||
double d1 = (double) ((float) i / 15.0F * 2.0F - 1.0F);
|
||||
double d2 = (double) ((float) j / 15.0F * 2.0F - 1.0F);
|
||||
double d3 = Math.sqrt(d0 * d0 + d1 * d1 + d2 * d2);
|
||||
for (int rayZ = 0; rayZ < 16; ++rayZ) {
|
||||
boolean zPlane = rayZ == 0 || rayZ == 15;
|
||||
|
||||
d0 /= d3;
|
||||
d1 /= d3;
|
||||
d2 /= d3;
|
||||
float f = this.size * (0.7F + this.world.random.nextFloat() * 0.6F);
|
||||
double d4 = this.posX;
|
||||
double d5 = this.posY;
|
||||
double d6 = this.posZ;
|
||||
// We only fire rays from the surface of our origin volume
|
||||
if (xPlane || yPlane || zPlane) {
|
||||
double vecZ = (((float) rayZ / 15.0F) * 2.0F) - 1.0F;
|
||||
|
||||
for (float f1 = 0.3F; f > 0.0F; f -= 0.22500001F) {
|
||||
BlockPosition blockposition = new BlockPosition(d4, d5, d6);
|
||||
IBlockData iblockdata = this.world.getType(blockposition);
|
||||
|
||||
if (iblockdata.getMaterial() != Material.AIR) {
|
||||
float f2 = this.source != null ? this.source.a(this, this.world, blockposition, iblockdata) : iblockdata.getBlock().a((Entity) null);
|
||||
|
||||
f -= (f2 + 0.3F) * 0.3F;
|
||||
}
|
||||
|
||||
if (f > 0.0F && (this.source == null || this.source.a(this, this.world, blockposition, iblockdata, f)) && blockposition.getY() < 256 && blockposition.getY() >= 0) { // CraftBukkit - don't wrap explosions
|
||||
hashset.add(blockposition);
|
||||
}
|
||||
|
||||
d4 += d0 * 0.30000001192092896D;
|
||||
d5 += d1 * 0.30000001192092896D;
|
||||
d6 += d2 * 0.30000001192092896D;
|
||||
}
|
||||
this.performRayCast(random, vecX, vecY, vecZ, touched);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.blocks.addAll(hashset);
|
||||
// We can now iterate back over the set of positions we modified and re-build BlockPos objects from them
|
||||
// This will only allocate as many objects as there are in the set, where otherwise we would allocate them
|
||||
// each step of a every ray.
|
||||
blocks.ensureCapacity(touched.size());
|
||||
for (Long longPos : touched) {
|
||||
blocks.add(BlockPosition.fromLong(longPos));
|
||||
}
|
||||
float f3 = this.size * 2.0F;
|
||||
|
||||
i = MathHelper.floor(this.posX - (double) f3 - 1.0D);
|
||||
j = MathHelper.floor(this.posX + (double) f3 + 1.0D);
|
||||
int i = MathHelper.floor(this.posX - (double) f3 - 1.0D);
|
||||
int j = MathHelper.floor(this.posX + (double) f3 + 1.0D);
|
||||
int l = MathHelper.floor(this.posY - (double) f3 - 1.0D);
|
||||
int i1 = MathHelper.floor(this.posY + (double) f3 + 1.0D);
|
||||
int j1 = MathHelper.floor(this.posZ - (double) f3 - 1.0D);
|
||||
int k1 = MathHelper.floor(this.posZ + (double) f3 + 1.0D);
|
||||
// Paper start - Fix lag from explosions processing dead entities
|
||||
List list = this.world.getEntities(this.source, new AxisAlignedBB((double) i, (double) l, (double) j1, (double) j, (double) i1, (double) k1), new com.google.common.base.Predicate<Entity>() {
|
||||
@Override
|
||||
public boolean apply(Entity entity) {
|
||||
return IEntitySelector.d.apply(entity) && !entity.dead;
|
||||
}
|
||||
});
|
||||
List<Entity> list = this.world.getEntities(this.source, new AxisAlignedBB(i, l, j1, j, i1, k1), hitPredicate);
|
||||
// Paper end
|
||||
Vec3D vec3d = new Vec3D(this.posX, this.posY, this.posZ);
|
||||
|
||||
for (int l1 = 0; l1 < list.size(); ++l1) {
|
||||
Entity entity = (Entity) list.get(l1);
|
||||
for (Entity entity : list) {
|
||||
|
||||
if (!entity.bB()) {
|
||||
double d7 = entity.e(this.posX, this.posY, this.posZ) / (double) f3;
|
||||
@@ -124,7 +120,7 @@ public class Explosion {
|
||||
double d8 = entity.locX - this.posX;
|
||||
double d9 = entity.locY + (double) entity.getHeadHeight() - this.posY;
|
||||
double d10 = entity.locZ - this.posZ;
|
||||
double d11 = (double) MathHelper.sqrt(d8 * d8 + d9 * d9 + d10 * d10);
|
||||
double d11 = MathHelper.sqrt(d8 * d8 + d9 * d9 + d10 * d10);
|
||||
|
||||
if (d11 != 0.0D) {
|
||||
d8 /= d11;
|
||||
@@ -165,13 +161,143 @@ public class Explosion {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void performRayCast(Random random, double vecX, double vecY, double vecZ, LongOpenHashSet touched) {
|
||||
double dist = Math.sqrt((vecX * vecX) + (vecY * vecY) + (vecZ * vecZ));
|
||||
|
||||
double normX = (vecX / dist) * 0.3D;
|
||||
double normY = (vecY / dist) * 0.3D;
|
||||
double normZ = (vecZ / dist) * 0.3D;
|
||||
|
||||
float strength = this.size * (0.7F + (random.nextFloat() * 0.6F));
|
||||
|
||||
double stepX = this.posX;
|
||||
double stepY = this.posY;
|
||||
double stepZ = this.posZ;
|
||||
|
||||
int prevX = Integer.MIN_VALUE;
|
||||
int prevY = Integer.MIN_VALUE;
|
||||
int prevZ = Integer.MIN_VALUE;
|
||||
|
||||
float prevResistance = 0.0F;
|
||||
|
||||
// Step through the ray until it is finally stopped
|
||||
while (strength > 0.0F) {
|
||||
int blockX = MathHelper.floor(stepX);
|
||||
int blockY = MathHelper.floor(stepY);
|
||||
int blockZ = MathHelper.floor(stepZ);
|
||||
|
||||
float resistance;
|
||||
|
||||
// Check whether or not we have actually moved into a new block this step. Due to how rays are stepped through,
|
||||
// over-sampling of the same block positions will occur. Changing this behaviour would introduce differences in
|
||||
// aliasing and sampling, which is unacceptable for our purposes. As a band-aid, we can simply re-use the
|
||||
// previous result and get a decent boost.
|
||||
if (prevX != blockX || prevY != blockY || prevZ != blockZ) {
|
||||
resistance = this.traverseBlock(strength, blockX, blockY, blockZ, touched);
|
||||
|
||||
prevX = blockX;
|
||||
prevY = blockY;
|
||||
prevZ = blockZ;
|
||||
|
||||
prevResistance = resistance;
|
||||
} else {
|
||||
resistance = prevResistance;
|
||||
}
|
||||
|
||||
strength -= resistance;
|
||||
// Apply a constant fall-off
|
||||
strength -= 0.22500001F;
|
||||
|
||||
stepX += normX;
|
||||
stepY += normY;
|
||||
stepZ += normZ;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called for every step made by a ray being cast by an explosion.
|
||||
*
|
||||
* @param strength The strength of the ray during this step
|
||||
* @param blockX The x-coordinate of the block the ray is inside of
|
||||
* @param blockY The y-coordinate of the block the ray is inside of
|
||||
* @param blockZ The z-coordinate of the block the ray is inside of
|
||||
* @return The resistance of the current block space to the ray
|
||||
*/
|
||||
private float traverseBlock(float strength, int blockX, int blockY, int blockZ, LongOpenHashSet touched) {
|
||||
cachedPos.setValues(blockX, blockY, blockZ);
|
||||
IBlockData iblockdata = this.world.getType(cachedPos);
|
||||
|
||||
// Early-exit if the y-coordinate is out of bounds.
|
||||
if (cachedPos.isInvalidYLocation()) {
|
||||
if (iblockdata.getMaterial() != Material.AIR) {
|
||||
float blastResistance = this.source != null ? this.source.a(this, this.world, cachedPos, iblockdata) : iblockdata.getBlock().a((Entity) null);
|
||||
return (blastResistance + 0.3F) * 0.3F;
|
||||
}
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
|
||||
int chunkX = blockX >> 4;
|
||||
int chunkZ = blockZ >> 4;
|
||||
|
||||
// Avoid calling into the chunk manager as much as possible through managing chunks locally
|
||||
if (this.prevChunkX != chunkX || this.prevChunkZ != chunkZ) {
|
||||
this.prevChunk = this.world.getChunkAt(chunkX, chunkZ);
|
||||
|
||||
this.prevChunkX = chunkX;
|
||||
this.prevChunkZ = chunkZ;
|
||||
}
|
||||
|
||||
final Chunk chunk = this.prevChunk;
|
||||
|
||||
float totalResistance = 0.0F;
|
||||
Optional<Float> blastResistance = Optional.empty();
|
||||
|
||||
// If the chunk is missing or out of bounds, assume that it is air
|
||||
if (chunk != null) {
|
||||
// We operate directly on chunk sections to avoid interacting with BlockPos and to squeeze out as much
|
||||
// performance as possible here
|
||||
ChunkSection section = chunk.getSections()[blockY >> 4];
|
||||
|
||||
// If the section doesn't exist or it's empty, assume that the block is air
|
||||
if (section != null && !section.isEmpty()) {
|
||||
// Retrieve the block state from the chunk section directly to avoid associated overhead
|
||||
IBlockData blockState = section.getType(blockX & 15, blockY & 15, blockZ & 15);
|
||||
|
||||
// If the block state is air, it cannot have fluid or any kind of resistance, so just leave
|
||||
if (blockState.getBlock() != Blocks.AIR) {
|
||||
// Get the explosion resistance like vanilla
|
||||
blastResistance = Optional.of(this.source != null ? this.source.a(this, this.world, cachedPos, iblockdata) : iblockdata.getBlock().a((Entity) null));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate how much this block will resist an explosion's ray
|
||||
if (blastResistance.isPresent()) {
|
||||
totalResistance = (blastResistance.get() + 0.3F) * 0.3F;
|
||||
}
|
||||
|
||||
// Check if this ray is still strong enough to break blocks, and if so, add this position to the set
|
||||
// of positions to destroy
|
||||
float reducedStrength = strength - totalResistance;
|
||||
if (reducedStrength > 0.0F && (this.explodeAirBlocks() || iblockdata.getMaterial() != Material.AIR)) {
|
||||
if ((this.source == null || this.source.a(this, this.world, cachedPos, iblockdata, reducedStrength)) && cachedPos.getY() < 256 && cachedPos.getY() >= 0) {
|
||||
touched.add(cachedPos.asLong());
|
||||
}
|
||||
}
|
||||
|
||||
return totalResistance;
|
||||
}
|
||||
// Dionysus end
|
||||
|
||||
|
||||
public void a(boolean flag) {
|
||||
this.world.a((EntityHuman) null, this.posX, this.posY, this.posZ, SoundEffects.bV, SoundCategory.BLOCKS, 4.0F, (1.0F + (this.world.random.nextFloat() - this.world.random.nextFloat()) * 0.2F) * 0.7F);
|
||||
if (this.size >= 2.0F && this.b) {
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_HUGE, this.posX, this.posY, this.posZ, 1.0D, 0.0D, 0.0D, new int[0]);
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_HUGE, this.posX, this.posY, this.posZ, 1.0D, 0.0D, 0.0D);
|
||||
} else {
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_LARGE, this.posX, this.posY, this.posZ, 1.0D, 0.0D, 0.0D, new int[0]);
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_LARGE, this.posX, this.posY, this.posZ, 1.0D, 0.0D, 0.0D);
|
||||
}
|
||||
|
||||
Iterator iterator;
|
||||
@@ -212,6 +338,7 @@ public class Explosion {
|
||||
|
||||
this.blocks.clear();
|
||||
|
||||
this.blocks.ensureCapacity(bukkitBlocks.size());
|
||||
for (org.bukkit.block.Block bblock : bukkitBlocks) {
|
||||
BlockPosition coords = new BlockPosition(bblock.getX(), bblock.getY(), bblock.getZ());
|
||||
blocks.add(coords);
|
||||
@@ -248,8 +375,8 @@ public class Explosion {
|
||||
d3 *= d7;
|
||||
d4 *= d7;
|
||||
d5 *= d7;
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_NORMAL, (d0 + this.posX) / 2.0D, (d1 + this.posY) / 2.0D, (d2 + this.posZ) / 2.0D, d3, d4, d5, new int[0]);
|
||||
this.world.addParticle(EnumParticle.SMOKE_NORMAL, d0, d1, d2, d3, d4, d5, new int[0]);
|
||||
this.world.addParticle(EnumParticle.EXPLOSION_NORMAL, (d0 + this.posX) / 2.0D, (d1 + this.posY) / 2.0D, (d2 + this.posZ) / 2.0D, d3, d4, d5);
|
||||
this.world.addParticle(EnumParticle.SMOKE_NORMAL, d0, d1, d2, d3, d4, d5);
|
||||
}
|
||||
|
||||
if (iblockdata.getMaterial() != Material.AIR) {
|
||||
@@ -271,7 +398,7 @@ public class Explosion {
|
||||
blockposition = (BlockPosition) iterator.next();
|
||||
if (this.world.getType(blockposition).getMaterial() == Material.AIR && this.world.getType(blockposition.down()).b() && this.c.nextInt(3) == 0) {
|
||||
// CraftBukkit start - Ignition by explosion
|
||||
if (!org.bukkit.craftbukkit.event.CraftEventFactory.callBlockIgniteEvent(this.world, blockposition.getX(), blockposition.getY(), blockposition.getZ(), this).isCancelled()) {
|
||||
if (!CraftEventFactory.callBlockIgniteEvent(this.world, blockposition.getX(), blockposition.getY(), blockposition.getZ(), this).isCancelled()) {
|
||||
this.world.setTypeUpdate(blockposition, Blocks.FIRE.getBlockData());
|
||||
}
|
||||
// CraftBukkit end
|
||||
@@ -306,13 +433,7 @@ public class Explosion {
|
||||
return this.world.a(vec3d, aabb);
|
||||
}
|
||||
CacheKey key = new CacheKey(this, aabb);
|
||||
Float blockDensity = this.world.explosionDensityCache.get(key);
|
||||
if (blockDensity == null) {
|
||||
blockDensity = this.world.a(vec3d, aabb);
|
||||
this.world.explosionDensityCache.put(key, blockDensity);
|
||||
}
|
||||
|
||||
return blockDensity;
|
||||
return this.world.explosionDensityCache.computeIfAbsent(key, k1 -> this.world.a(vec3d, aabb));
|
||||
}
|
||||
|
||||
static class CacheKey {
|
||||
|
||||
Reference in New Issue
Block a user