From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Taiyou06 Date: Wed, 19 Mar 2025 18:41:56 +0100 Subject: [PATCH] Use BFS on getSlopeDistance Uses Breadth First Search (BFS) to optimize getSlopeDistance Paper: ~75ms Leaf: ~48ms (-36%) This should help drastically on the farms that use actively changing fluids. diff --git a/net/minecraft/world/level/material/FlowingFluid.java b/net/minecraft/world/level/material/FlowingFluid.java index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1c48e704e 100644 --- a/net/minecraft/world/level/material/FlowingFluid.java +++ b/net/minecraft/world/level/material/FlowingFluid.java @@ -8,6 +8,8 @@ import it.unimi.dsi.fastutil.shorts.Short2ObjectMap; import it.unimi.dsi.fastutil.shorts.Short2ObjectOpenHashMap; import java.util.Map; import java.util.Map.Entry; +import java.util.Queue; + import net.minecraft.core.BlockPos; import net.minecraft.core.Direction; import net.minecraft.server.level.ServerLevel; @@ -341,31 +343,72 @@ public abstract class FlowingFluid extends Fluid { protected void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state, BlockPos source) { beforeDestroyingBlock(level, pos, state); } // Paper - Add BlockBreakBlockEvent protected abstract void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state); - protected int getSlopeDistance(LevelReader level, BlockPos pos, int depth, Direction direction, BlockState state, FlowingFluid.SpreadContext spreadContext) { - int i = 1000; + protected int getSlopeDistance(LevelReader level, BlockPos startPos, int initialDepth, Direction excludedDirection, BlockState startState, FlowingFluid.SpreadContext spreadContext) { + it.unimi.dsi.fastutil.longs.LongSet visited = new it.unimi.dsi.fastutil.longs.LongOpenHashSet(512); // Pre-allocate capacity + java.util.Queue queue = new java.util.ArrayDeque<>(64); // Optimized initial capacity - for (Direction direction1 : Direction.Plane.HORIZONTAL) { - if (direction1 != direction) { - BlockPos blockPos = pos.relative(direction1); - BlockState blockState = spreadContext.getBlockStateIfLoaded(blockPos); // Paper - Prevent chunk loading from fluid flowing - if (blockState == null) continue; // Paper - Prevent chunk loading from fluid flowing - FluidState fluidState = blockState.getFluidState(); - if (this.canPassThrough(level, this.getFlowing(), pos, state, direction1, blockPos, blockState, fluidState)) { - if (spreadContext.isHole(blockPos)) { - return depth; - } + for (Direction dir : Direction.Plane.HORIZONTAL) { + if (dir == excludedDirection) continue; - if (depth < this.getSlopeFindDistance(level)) { - int slopeDistance = this.getSlopeDistance(level, blockPos, depth + 1, direction1.getOpposite(), blockState, spreadContext); - if (slopeDistance < i) { - i = slopeDistance; - } - } + BlockPos neighborPos = startPos.relative(dir); + BlockState neighborState = spreadContext.getBlockStateIfLoaded(neighborPos); + if (neighborState == null) continue; + + long visitKey = encodeSlopeNode(neighborPos, dir.getOpposite()); + if (visited.add(visitKey)) { + queue.add(new FlowingFluid.SlopeDistanceNode(neighborPos, initialDepth + 1, dir.getOpposite(), neighborState)); + } + } + + int slopeFindDistance = this.getSlopeFindDistance(level); + int minDistance = 1000; + + // Process the queue + while (!queue.isEmpty()) { + FlowingFluid.SlopeDistanceNode current = queue.poll(); + if (current.depth >= slopeFindDistance) continue; + + if (spreadContext.isHole(current.pos)) { + return current.depth; + } + + for (Direction dir : Direction.Plane.HORIZONTAL) { + if (dir == current.excludedDir) continue; + + BlockPos nextPos = current.pos.relative(dir); + BlockState nextState = spreadContext.getBlockStateIfLoaded(nextPos); + if (nextState == null) continue; + + FluidState nextFluidState = nextState.getFluidState(); + if (!this.canPassThrough(level, this.getFlowing(), current.pos, current.state, dir, nextPos, nextState, nextFluidState)) { + continue; + } + + long visitKey = encodeSlopeNode(nextPos, dir.getOpposite()); + if (visited.add(visitKey)) { + queue.add(new FlowingFluid.SlopeDistanceNode(nextPos, current.depth + 1, dir.getOpposite(), nextState)); } } } - return i; + return minDistance; // Return fallback value + } + + private static long encodeSlopeNode(BlockPos pos, Direction excludedDir) { + return ((long) pos.getX() & 0xFFFFFFFFL) << 32 | ((long) pos.getZ() & 0xFFFFFFFFL) << 4 | (excludedDir.ordinal() & 0x0F);} + + private static class SlopeDistanceNode { + final BlockPos pos; + final int depth; + final Direction excludedDir; + final BlockState state; + + SlopeDistanceNode(BlockPos pos, int depth, Direction excludedDir, BlockState state) { + this.pos = pos.immutable(); + this.depth = depth; + this.excludedDir = excludedDir; + this.state = state; + } } boolean isWaterHole(BlockGetter level, BlockPos pos, BlockState state, BlockPos belowPos, BlockState belowState) {