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ClassInstanceMultiMap belongs to Minecraft vanilla entity storage. And is unused, since replaced by spottedleaf's entity storage (rewrite chunk system). However these patches might be useful for vanilla entity storage if is used.
73 lines
4.7 KiB
Diff
73 lines
4.7 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Taiyou06 <kaandindar21@gmail.com>
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Date: Sat, 22 Mar 2025 03:02:52 +0100
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Subject: [PATCH] Micro optimizations for random tick
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diff --git a/net/minecraft/server/level/ServerLevel.java b/net/minecraft/server/level/ServerLevel.java
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index f77bd9472300aec6958ebfa69469fb4e1ee36484..a9f33e705b3c0abfa3dcc01647a57c06bb614e1c 100644
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--- a/net/minecraft/server/level/ServerLevel.java
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+++ b/net/minecraft/server/level/ServerLevel.java
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@@ -1036,7 +1036,7 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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// Paper start - optimise random ticking
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private void optimiseRandomTick(final LevelChunk chunk, final int tickSpeed) {
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final LevelChunkSection[] sections = chunk.getSections();
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- final int minSection = ca.spottedleaf.moonrise.common.util.WorldUtil.getMinSection((ServerLevel)(Object)this);
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+ final int minSection = ca.spottedleaf.moonrise.common.util.WorldUtil.getMinSection(this); // Leaf - Micro optimizations for random tick - no redundant cast
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final net.minecraft.world.level.levelgen.BitRandomSource simpleRandom = this.simpleRandom; // Leaf - Faster random generator - upcasting
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final boolean doubleTickFluids = !ca.spottedleaf.moonrise.common.PlatformHooks.get().configFixMC224294();
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@@ -1045,41 +1045,41 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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final int offsetZ = cpos.z << 4;
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for (int sectionIndex = 0, sectionsLen = sections.length; sectionIndex < sectionsLen; sectionIndex++) {
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- final int offsetY = (sectionIndex + minSection) << 4;
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+ // Leaf start - Micro optimizations for random tick
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final LevelChunkSection section = sections[sectionIndex];
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- final net.minecraft.world.level.chunk.PalettedContainer<net.minecraft.world.level.block.state.BlockState> states = section.states;
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if (!section.isRandomlyTickingBlocks()) {
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continue;
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}
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+ final int offsetY = (sectionIndex + minSection) << 4;
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+ final net.minecraft.world.level.chunk.PalettedContainer<net.minecraft.world.level.block.state.BlockState> states = section.states;
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+ // Leaf end - Micro optimizations for random tick
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- final ca.spottedleaf.moonrise.common.list.ShortList tickList = ((ca.spottedleaf.moonrise.patches.block_counting.BlockCountingChunkSection)section).moonrise$getTickingBlockList();
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+ final ca.spottedleaf.moonrise.common.list.ShortList tickList = section.moonrise$getTickingBlockList(); // Leaf - Micro optimizations for random tick - no redundant cast
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for (int i = 0; i < tickSpeed; ++i) {
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- final int tickingBlocks = tickList.size();
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final int index = simpleRandom.nextInt() & ((16 * 16 * 16) - 1);
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- if (index >= tickingBlocks) {
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+ if (index >= tickList.size()) { // Leaf - Micro optimizations for random tick - inline one-time value
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// most of the time we fall here
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continue;
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}
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- final int location = (int)tickList.getRaw(index) & 0xFFFF;
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+ final int location = tickList.getRaw(index); // Leaf - Micro optimizations for random tick - no unnecessary operations
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final BlockState state = states.get(location);
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// do not use a mutable pos, as some random tick implementations store the input without calling immutable()!
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- final BlockPos pos = new BlockPos((location & 15) | offsetX, ((location >>> (4 + 4)) & 15) | offsetY, ((location >>> 4) & 15) | offsetZ);
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+ final BlockPos pos = new BlockPos((location & 15) | offsetX, (location >>> (4 + 4)) | offsetY, ((location >>> 4) & 15) | offsetZ); // Leaf - Micro optimizations for random tick - no redundant mask
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- state.randomTick((ServerLevel)(Object)this, pos, simpleRandom);
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+ state.randomTick(this, pos, simpleRandom); // Leaf - Micro optimizations for random tick - no redundant cast
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if (doubleTickFluids) {
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final FluidState fluidState = state.getFluidState();
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if (fluidState.isRandomlyTicking()) {
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- fluidState.randomTick((ServerLevel)(Object)this, pos, simpleRandom);
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+ fluidState.randomTick(this, pos, simpleRandom); // Leaf - Micro optimizations for random tick - no redundant cast
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}
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}
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}
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}
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-
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- return;
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+ // Leaf - Micro optimizations for random tick - no redundant return
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}
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// Paper end - optimise random ticking
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