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Leaf/leaf-server/minecraft-patches/features/0090-Smart-sort-entities-in-NearestLivingEntitySensor.patch
Dreeam 01fa6ac227 Add Leaf Commands (WIP)
* Added Leaf Commands base
* Added WIP /leaf reload
* Added /leaf version
* Change /gale permission to OP as default
2025-02-22 03:15:42 -05:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: HaHaWTH <102713261+HaHaWTH@users.noreply.github.com>
Date: Tue, 9 Nov 2077 00:00:00 +0800
Subject: [PATCH] Smart sort entities in NearestLivingEntitySensor
Co-authored-by: Taiyou06 <kaandindar21@gmail.com>
This patch optimizes sorting algorithm by dynamically sorting based
on entity count, if entity count doesn't reach the Bucket Sort threshold,
FastBitRadix Sort will be used. (see https://ieeexplore.ieee.org/document/7822019 for more)
When entity count reached the threshold, Bucket Sort will be used.
In non-strict test, this can give ~20-40% improvement (54MSPT -> 44MSPT),
under 625 villagers situation.
diff --git a/net/minecraft/world/entity/ai/sensing/NearestLivingEntitySensor.java b/net/minecraft/world/entity/ai/sensing/NearestLivingEntitySensor.java
index b0c5e41fefc7c9adf1a61bd5b52861736657d37e..7f67848eff9f74881e7a9cd56a2e69ec6fd81e44 100644
--- a/net/minecraft/world/entity/ai/sensing/NearestLivingEntitySensor.java
+++ b/net/minecraft/world/entity/ai/sensing/NearestLivingEntitySensor.java
@@ -13,6 +13,21 @@ import net.minecraft.world.entity.ai.memory.NearestVisibleLivingEntities;
import net.minecraft.world.phys.AABB;
public class NearestLivingEntitySensor<T extends LivingEntity> extends Sensor<T> {
+ // Leaf start - Smart sort entities in NearestLivingEntitySensor
+ private static final int NUM_BUCKETS = Integer.getInteger("Leaf.nearestEntitySensorBucketCount", 10);
+ private static final int NUM_BUCKETS_MINUS_1 = NUM_BUCKETS - 1;
+ private static final int BUCKET_SORT_THRESHOLD = (int) Math.floor(NUM_BUCKETS * org.apache.commons.lang3.math.NumberUtils.toDouble(System.getProperty("Leaf.nearestEntitySensorBucketSortThresholdRatio", "2.0"), 2.0D));
+ private static final List<EntityDistance>[] buckets = new List[NUM_BUCKETS];
+ private static final int SMALL_ARRAY_THRESHOLD = 2;
+
+ static {
+ // Initialize bucket array
+ for (int i = 0; i < NUM_BUCKETS; i++) {
+ buckets[i] = new it.unimi.dsi.fastutil.objects.ObjectArrayList<>();
+ }
+ }
+ // Leaf end - Smart sort entities in NearestLivingEntitySensor
+
@Override
protected void doTick(ServerLevel level, T entity) {
double attributeValue = entity.getAttributeValue(Attributes.FOLLOW_RANGE);
@@ -20,11 +35,145 @@ public class NearestLivingEntitySensor<T extends LivingEntity> extends Sensor<T>
List<LivingEntity> entitiesOfClass = level.getEntitiesOfClass(
LivingEntity.class, aabb, matchableEntity -> matchableEntity != entity && matchableEntity.isAlive()
);
- entitiesOfClass.sort(Comparator.comparingDouble(entity::distanceToSqr));
+ // Leaf start - Use smart sorting for entities
+ LivingEntity[] sortedEntities = smartSortEntities(entitiesOfClass.toArray(new LivingEntity[0]), entity);
+ List<LivingEntity> sortedList = java.util.Arrays.asList(sortedEntities);
+ // Leaf end - Use smart sorting for entities
+
Brain<?> brain = entity.getBrain();
- brain.setMemory(MemoryModuleType.NEAREST_LIVING_ENTITIES, entitiesOfClass);
- brain.setMemory(MemoryModuleType.NEAREST_VISIBLE_LIVING_ENTITIES, new NearestVisibleLivingEntities(level, entity, entitiesOfClass));
+ // Leaf start - Use smart sorting for entities
+ brain.setMemory(MemoryModuleType.NEAREST_LIVING_ENTITIES, sortedList);
+ brain.setMemory(MemoryModuleType.NEAREST_VISIBLE_LIVING_ENTITIES, new NearestVisibleLivingEntities(level, entity, sortedList));
+ // Leaf end - Use smart sorting for entities
+ }
+
+ // Leaf start - Smart entity sorting implementation
+ private LivingEntity[] smartSortEntities(LivingEntity[] entities, T referenceEntity) {
+ if (entities.length <= 1) {
+ return entities;
+ }
+
+ EntityDistance[] entityDistances = new EntityDistance[entities.length];
+ double maxDist = 0.0;
+
+ for (int i = 0; i < entities.length; i++) {
+ double distance = referenceEntity.distanceToSqr(entities[i]);
+ maxDist = Math.max(maxDist, distance);
+ entityDistances[i] = new EntityDistance(entities[i], distance);
+ }
+
+ if (maxDist == 0.0) {
+ return entities;
+ }
+
+ if (entities.length < BUCKET_SORT_THRESHOLD) {
+ fastBitRadixSort(entityDistances, 0, entities.length - 1, 62);
+ } else {
+ bucketSort(entityDistances, maxDist);
+ }
+
+ for (int i = 0; i < entities.length; i++) {
+ entities[i] = entityDistances[i].entity;
+ }
+
+ return entities;
+ }
+
+ /**
+ * Fast bit radix sort implementation
+ * 1. Partitioning array based on bits of the distance value, starting from most significant bit
+ * 2. For each bit position:
+ * - Elements with 0 at that bit go to left side
+ * - Elements with 1 at that bit go to right side
+ * 3. Recursively sorts left and right partitions
+ * 4. Falls back to insertion sort for very small partitions (<=2 elements)
+ */
+ private void fastBitRadixSort(EntityDistance[] arr, int low, int high, int bit) {
+ if (bit < 0 || low >= high) {
+ return;
+ }
+
+ if (high - low <= SMALL_ARRAY_THRESHOLD) {
+ insertionSort(arr, low, high);
+ return;
+ }
+
+ int i = low, j = high;
+
+ while (i <= j) {
+ while (i <= j && !getBit(arr[i], bit)) i++;
+ while (i <= j && getBit(arr[j], bit)) j--;
+
+ if (i < j) {
+ EntityDistance temp = arr[i];
+ arr[i++] = arr[j];
+ arr[j--] = temp;
+ }
+ }
+
+ if (low < j) fastBitRadixSort(arr, low, j, bit - 1);
+ if (i < high) fastBitRadixSort(arr, i, high, bit - 1);
+ }
+
+ /**
+ * Bucket sort implementation
+ * 1. Divides distance range [0, maxDist] into NUM_BUCKETS equal-sized buckets
+ * 2. Places each entity into appropriate bucket based on its distance
+ * 3. Sorts each non-empty bucket using fastBitRadixSort
+ * 4. Concatenates sorted buckets in order
+ */
+ private void bucketSort(EntityDistance[] arr, double maxDist) {
+ for (List<EntityDistance> bucket : buckets) {
+ bucket.clear();
+ }
+ double invMaxDist = 1.0 / maxDist;
+
+ for (EntityDistance e : arr) {
+ int bucketIndex = (int) (e.distance * invMaxDist * NUM_BUCKETS_MINUS_1);
+ buckets[bucketIndex].add(e);
+ }
+
+ int currentIndex = 0;
+ for (List<EntityDistance> bucket : buckets) {
+ if (!bucket.isEmpty()) {
+ EntityDistance[] bucketArray = bucket.toArray(new EntityDistance[0]);
+ if (bucketArray.length > 1) {
+ fastBitRadixSort(bucketArray, 0, bucketArray.length - 1, 62);
+ }
+ System.arraycopy(bucketArray, 0, arr, currentIndex, bucketArray.length);
+ currentIndex += bucketArray.length;
+ }
+ }
+ }
+
+ private void insertionSort(EntityDistance[] arr, int low, int high) {
+ for (int i = low + 1; i <= high; i++) {
+ EntityDistance key = arr[i];
+ int j = i - 1;
+ while (j >= low && arr[j].distance > key.distance) {
+ arr[j + 1] = arr[j];
+ j--;
+ }
+ arr[j + 1] = key;
+ }
+ }
+
+ private static boolean getBit(EntityDistance e, int position) {
+ return ((e.bits >> position) & 1) == 1;
+ }
+
+ private static class EntityDistance {
+ final LivingEntity entity;
+ final double distance;
+ final long bits;
+
+ EntityDistance(LivingEntity entity, double distance) {
+ this.entity = entity;
+ this.distance = distance;
+ this.bits = Double.doubleToRawLongBits(distance);
+ }
}
+ // Leaf end - Smart entity sorting implementation
@Override
public Set<MemoryModuleType<?>> requires() {