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Leaf/leaf-server/minecraft-patches/features/0123-Slightly-optimise-getNearestPlayer.patch
Kaan D. 502385840d Bunch of side perf improvements (#217)
* Fix TE Lag

* Sepals Rearrange the attackable conditions

* Cache ItemStack max stack size

* fix build

* extra: Skip dirty stats copy when requesting player stats

* extra: Reset dirty flag when loading maps from the disk

* extra: Supporting block cache

* extra: Avoid useless deque clear on - credit: @MachineBreaker

* experimental/draft: Optimize SortedArraySet

* experimental/draft: Simplify SortedArraySet - sometime complex stuff doesnt mean faster.

* extra: Change maps/sets in brain + remove streams from villagers

* extra: Remove 'copyOf' from Baby Villager Sensor

* experimental: Rewrite trigger in SimpleCriterionTrigger

* [ci/skip] fix comments

* Faster setter for SimpleCriterionTrigger

* extra: Cache and optimize fluidOnEyes

* Sync changes

* [ci/skip] cleanup

* extra: QuadTree implementation for isChunkNearPlayer

* [ci/skip] cleanup

* [ci/skip] cleanup

* [ci/skip] clean up

* [ci/skip] cleanup

* Only player pushable

* Store chunkPos with keys

* [ci/skip] cleanup

* [ci/skip] cleanup

* cleanup

* rebuild patches

* cache some more stuff

* extra: optimize collectTickingChunks

* remove quadTree optimization for now (will open a new PR just for that)

* temp: Lazily optimize isChunkNearPlayer

* Inline filter & merge as a single loop

* [ci/skip] Add diff on change

* extra: optimize everything but the testing itself on getEntities

* [ci/skip] cleanup

* Optimize chunkUnloadQueue

* Remove iterators from inventory

* [ci/skip] Add TODOs

* i hate programming

* remove forEach

* extra: Alternative Brain Behaviour

* remove: opt getEntities + cache fluidOnEyes

* extra: Improve checkDespawn - credits: @kidofcubes

* extra: Improve pushEntity and getEntities

* yeet this

* VERY EXPERIMENTAL: getEntities Optimization

* fix bunch of issues from getEntities patch

* extra: slightly optimize getNearestPlayer - credits: @kidofcubes

* drop a patch for now (will open a new pr)

* move these to a new branch

* fix and optimize checkDespawn patches

* Rebuild Patches

* [ci/skip] Update benchmark

* [ci/skip] cleanup

* Drop

* [ci/skip] Drop

* Rebuild

* [ci/skip]

* Add configurable brain running behavior cache update interval

* Move to new pr

* [ci/skip] Update benchmark

---------

Co-authored-by: MachineBreaker <saltspigotpp@gmail.com>
Co-authored-by: kidofcubes <kidofcubes@gmail.com>
Co-authored-by: Dreeam <61569423+Dreeam-qwq@users.noreply.github.com>
2025-02-22 02:23:53 -05:00

59 lines
2.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Taiyou06 <kaandindar21@gmail.com>
Date: Sun, 16 Feb 2025 09:21:50 +0100
Subject: [PATCH] Slightly optimise getNearestPlayer
diff --git a/net/minecraft/world/level/EntityGetter.java b/net/minecraft/world/level/EntityGetter.java
index 670860df81a3abfc1b8b53be505fce0ee32ee2c4..083a2b5da246113913bcd5d0b2b9be42cf0554d9 100644
--- a/net/minecraft/world/level/EntityGetter.java
+++ b/net/minecraft/world/level/EntityGetter.java
@@ -201,23 +201,42 @@ public interface EntityGetter extends ca.spottedleaf.moonrise.patches.chunk_syst
}
// Paper end - Affects Spawning API
+ // Leaf start - Slightly optimise getNearestPlayer
@Nullable
default Player getNearestPlayer(double x, double y, double z, double distance, @Nullable Predicate<Entity> predicate) {
- double d = -1.0;
+ if (distance < 0.0) {
+ distance = Double.MAX_VALUE;
+ } else {
+ distance = distance * distance;
+ }
+
Player player = null;
- for (Player player1 : this.players()) {
- if (predicate == null || predicate.test(player1)) {
+ if (predicate == null) {
+ for (int i = 0; i < this.players().size(); i++) {
+ Player player1 = this.players().get(i);
double d1 = player1.distanceToSqr(x, y, z);
- if ((distance < 0.0 || d1 < distance * distance) && (d == -1.0 || d1 < d)) {
- d = d1;
+ if (d1 < distance) {
+ distance = d1;
player = player1;
}
}
+ } else {
+ for (int i = 0; i < this.players().size(); i++) {
+ Player player1 = this.players().get(i);
+ if (predicate.test(player1)) {
+ double d1 = player1.distanceToSqr(x, y, z);
+ if (d1 < distance) {
+ distance = d1;
+ player = player1;
+ }
+ }
+ }
}
return player;
}
+ // Leaf end - Slightly optimise getNearestPlayer
// Paper start
default List<org.bukkit.entity.HumanEntity> findNearbyBukkitPlayers(double x, double y, double z, double radius, boolean notSpectator) {