From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Martijn Muijsers Date: Sun, 25 Dec 2022 20:29:03 +0100 Subject: [PATCH] Skip unnecessary mob spawning computations License: GPL-3.0 (https://www.gnu.org/licenses/gpl-3.0.html) Gale - https://galemc.org This patch is based on the following patch: "Only create a spawner state when we are actually spawning mobs" By: PureGero As part of: MultiPaper (https://github.com/MultiPaper/MultiPaper) Licensed under: GPL-3.0 (https://www.gnu.org/licenses/gpl-3.0.html) diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java index 51f86a87c89057351d6984e655674212da8c7dcc..6dce2cb25a5e8b7c979a3f515e4c6c9cfbacd305 100644 --- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java +++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java @@ -507,11 +507,16 @@ public class ServerChunkCache extends ChunkSource { this.level.resetIceAndSnowTick(); // Gale - Airplane - optimize random calls in chunk ticking - reset ice & snow tick random if (this.level.getServer().tickRateManager().runsNormally()) { + // Gale start - MultiPaper - skip unnecessary mob spawning computations + NaturalSpawner.SpawnState spawnercreature_d; // moved down + final boolean flag = this.level.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && !this.level.players().isEmpty(); // CraftBukkit + boolean flagAndHasNaturalSpawn = flag && this.anySpawnCategoryIsSpawnedThisTick(); + if (flagAndHasNaturalSpawn) { + // Gale end - MultiPaper - skip unnecessary mob spawning computations this.level.timings.countNaturalMobs.startTiming(); // Paper - timings int k = this.distanceManager.getNaturalSpawnChunkCount(); // Paper start - per player mob spawning int naturalSpawnChunkCount = k; - NaturalSpawner.SpawnState spawnercreature_d; // moved down if ((this.spawnFriendlies || this.spawnEnemies) && this.level.paperConfig().entities.spawning.perPlayerMobSpawns) { // don't count mobs when animals and monsters are disabled // re-set mob counts for (ServerPlayer player : this.level.players) { @@ -535,7 +540,11 @@ public class ServerChunkCache extends ChunkSource { this.level.timings.countNaturalMobs.stopTiming(); // Paper - timings this.lastSpawnState = spawnercreature_d; - boolean flag = this.level.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && !this.level.players().isEmpty(); // CraftBukkit + // Gale start - MultiPaper - skip unnecessary mob spawning computations + } else { + spawnercreature_d = null; + } + // Gale end - MultiPaper - skip unnecessary mob spawning computations // Paper start - optimise chunk tick iteration ChunkMap playerChunkMap = this.chunkMap; @@ -623,7 +632,7 @@ public class ServerChunkCache extends ChunkSource { if (tick && chunk1.chunkStatus.isOrAfter(net.minecraft.server.level.FullChunkStatus.ENTITY_TICKING)) { // Paper end - optimise chunk tick iteration chunk1.incrementInhabitedTime(j); - if (spawn && flag && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair)) { // Spigot // Paper - optimise chunk tick iteration + if (spawn && flagAndHasNaturalSpawn && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair)) { // Spigot // Paper - optimise chunk tick iteration // Gale - MultiPaper - skip unnecessary mob spawning computations NaturalSpawner.spawnForChunk(this.level, chunk1, spawnercreature_d, this.spawnFriendlies, this.spawnEnemies, flag1); } @@ -669,6 +678,20 @@ public class ServerChunkCache extends ChunkSource { } } + // Gale start - MultiPaper - skip unnecessary mob spawning computations + public boolean anySpawnCategoryIsSpawnedThisTick() { + long gameTime = this.level.getLevelData().getGameTime(); + + for (long ticksForSpawnCategory : this.level.ticksPerSpawnCategory.values()) { + if (ticksForSpawnCategory != 0L && gameTime % ticksForSpawnCategory == 0L) { + return true; + } + } + + return false; + } + // Gale end - MultiPaper - skip unnecessary mob spawning computations + private void getFullChunk(long pos, Consumer chunkConsumer) { ChunkHolder playerchunk = this.getVisibleChunkIfPresent(pos);