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Leaf/leaf-server/minecraft-patches/features/0122-SparklyPaper-Optimize-canSee-checks.patch
Dreeam f5b95a6716 Updated Upstream (Paper)
Upstream has released updates that appear to apply and compile correctly

Paper Changes:
PaperMC/Paper@b0da38c2 Repository details in RuntimeException for MavenLibraryResolver#addRepository (#12939)
PaperMC/Paper@1922be90 Update custom tags (#12183)
PaperMC/Paper@79cf1353 Ignore HopperInventorySearchEvent when it has no listeners (#13009)
PaperMC/Paper@ea014f7a feat: add stuckEntityPoiRetryDelay config (#12949)
PaperMC/Paper@a9e76749 Support for showNotification in PlayerRecipeDiscoverEvent (#12992)
PaperMC/Paper@5622c9dd Expose attribute sentiment (#12974)
PaperMC/Paper@42b653b1 Expose more argument types (#12665)
PaperMC/Paper@52d9a221 [ci/skip] Fix typo in Display javadoc (#13010)
PaperMC/Paper@614e9acf Improve APIs around riptide tridents (#12996)
PaperMC/Paper@51706e5a Fixed DyeItem sheep dye hunk
2025-08-25 15:52:00 -04:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: MrPowerGamerBR <git@mrpowergamerbr.com>
Date: Thu, 23 Nov 2023 14:36:47 -0300
Subject: [PATCH] SparklyPaper: Optimize "canSee" checks
Original project: https://github.com/SparklyPower/SparklyPaper
The "canSee" checks is in a hot path, invoked by each entity for each player on the server if they are in tracking range, so optimizing it is pretty nice
First, we change the original "HashMap" to fastutil's "Object2ObjectOpenHashMap", because the containsKey throughput is better
Then, we add a "isEmpty()" check before attempting to check if the map contains something
This seems stupid, but it does seem that it improves the performance a bit, and it makes sense, "containsKey(...)" does not attempt to check the map size before attempting to check if the map contains the key
We also create a "canSee" method tailored for "ChunkMap#updatePlayer()", a method without the equals check (the "updatePlayer()" already checks if the entity is the same entity) because the CraftPlayer's `equals()` check is a *bit* expensive compared to only checking the object's identity, and because the identity has already been check, we don't need to check it twice.
diff --git a/net/minecraft/server/level/ChunkMap.java b/net/minecraft/server/level/ChunkMap.java
index 78040fb6b6fd168e62494d3953006bfb38c2909f..74d11e8983f12f6f33fe2eb3016730507e1031d4 100644
--- a/net/minecraft/server/level/ChunkMap.java
+++ b/net/minecraft/server/level/ChunkMap.java
@@ -1295,7 +1295,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
flag = flag && this.entity.broadcastToPlayer(player) && ChunkMap.this.isChunkTracked(player, this.entity.chunkPosition().x, this.entity.chunkPosition().z);
// Paper end - Configurable entity tracking range by Y
// CraftBukkit start - respect vanish API
- if (flag && !player.getBukkitEntity().canSee(this.entity.getBukkitEntity())) { // Paper - only consider hits
+ if (flag && !player.getBukkitEntity().canSeeChunkMapUpdatePlayer(this.entity.getBukkitEntity())) { // Paper - only consider hits // SparklyPaper - optimize canSee checks
flag = false;
}
// CraftBukkit end