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Originally vanilla logic is to use stream, and Mojang switched it to Guava's Collections2 since 1.21.4. It is much faster than using stream or manually adding to a new ArrayList. Manually adding to a new ArrayList requires allocating a new object array. However, the Collections2 lazy handles filter condition on iteration, so much better.
63 lines
3.1 KiB
Diff
63 lines
3.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: HaHaWTH <102713261+HaHaWTH@users.noreply.github.com>
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Date: Tue, 9 Nov 2077 00:00:00 +0800
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Subject: [PATCH] Remove stream in PlayerSensor
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Stream operations in PlayerSensor take too much time
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while ticking Villager farms, so just replace it with for loop =-=
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Before: 164ms
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After: 18ms
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diff --git a/net/minecraft/world/entity/ai/sensing/PlayerSensor.java b/net/minecraft/world/entity/ai/sensing/PlayerSensor.java
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index eb3ec4be63e1710d0ed9021eb8158d56eae89f8d..fa438315b4ed8e9394383b82b89ecb04bac3399f 100644
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--- a/net/minecraft/world/entity/ai/sensing/PlayerSensor.java
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+++ b/net/minecraft/world/entity/ai/sensing/PlayerSensor.java
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@@ -26,17 +26,39 @@ public class PlayerSensor extends Sensor<LivingEntity> {
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@Override
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protected void doTick(ServerLevel level, LivingEntity entity) {
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- List<Player> list = level.players()
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- .stream()
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- .filter(EntitySelector.NO_SPECTATORS)
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- .filter(serverPlayer -> entity.closerThan(serverPlayer, this.getFollowDistance(entity)))
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- .sorted(Comparator.comparingDouble(entity::distanceToSqr))
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- .collect(Collectors.toList());
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+ // Leaf start - Remove stream in PlayerSensor
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+ List<Player> list = new java.util.ArrayList<>();
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+ for (Player serverPlayer : level.players()) {
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+ if (!EntitySelector.NO_SPECTATORS.test(serverPlayer)) {
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+ continue;
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+ }
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+ if (!entity.closerThan(serverPlayer, this.getFollowDistance(entity))) {
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+ continue;
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+ }
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+
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+ list.add(serverPlayer);
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+ }
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+ list.sort(Comparator.comparingDouble(entity::distanceToSqr));
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+ // Leaf end - Remove stream in PlayerSensor
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Brain<?> brain = entity.getBrain();
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brain.setMemory(MemoryModuleType.NEAREST_PLAYERS, list);
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- List<Player> list1 = list.stream().filter(player -> isEntityTargetable(level, entity, player)).collect(Collectors.toList());
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+ // Leaf start - Remove stream in PlayerSensor
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+ List<Player> list1 = new java.util.ArrayList<>(list.size());
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+ for (Player player : list) {
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+ if (isEntityTargetable(level, entity, player)) {
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+ list1.add(player);
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+ }
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+ }
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+ // Leaf end - Remove stream in PlayerSensor
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brain.setMemory(MemoryModuleType.NEAREST_VISIBLE_PLAYER, list1.isEmpty() ? null : list1.get(0));
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- List<Player> list2 = list1.stream().filter(player -> isEntityAttackable(level, entity, player)).toList();
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+ // Leaf start - Remove stream in PlayerSensor
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+ List<Player> list2 = new java.util.ArrayList<>(list1.size());
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+ for (Player player : list1) {
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+ if (isEntityAttackable(level, entity, player)) {
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+ list2.add(player);
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+ }
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+ }
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+ // Leaf end - Remove stream in PlayerSensor
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brain.setMemory(MemoryModuleType.NEAREST_VISIBLE_ATTACKABLE_PLAYERS, list2);
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brain.setMemory(MemoryModuleType.NEAREST_VISIBLE_ATTACKABLE_PLAYER, list2.isEmpty() ? null : list2.get(0));
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}
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