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Leaf/leaf-server/minecraft-patches/features/0220-Micro-optimizations-for-random-tick.patch
Dreeam 9a4efaa230 Drop patch that causes performance regression
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.
2025-08-04 19:25:56 +08:00

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4.7 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Taiyou06 <kaandindar21@gmail.com>
Date: Sat, 22 Mar 2025 03:02:52 +0100
Subject: [PATCH] Micro optimizations for random tick
diff --git a/net/minecraft/server/level/ServerLevel.java b/net/minecraft/server/level/ServerLevel.java
index 9453d65fbe08911674cf9090d8729264429c8d8a..a1c2e9018800339fca62d95c522da1bf254568fe 100644
--- a/net/minecraft/server/level/ServerLevel.java
+++ b/net/minecraft/server/level/ServerLevel.java
@@ -1041,7 +1041,7 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
// Paper start - optimise random ticking
private void optimiseRandomTick(final LevelChunk chunk, final int tickSpeed) {
final LevelChunkSection[] sections = chunk.getSections();
- final int minSection = ca.spottedleaf.moonrise.common.util.WorldUtil.getMinSection((ServerLevel)(Object)this);
+ final int minSection = ca.spottedleaf.moonrise.common.util.WorldUtil.getMinSection(this); // Leaf - Micro optimizations for random tick - no redundant cast
final net.minecraft.world.level.levelgen.BitRandomSource simpleRandom = this.simpleRandom; // Leaf - Faster random generator - upcasting
final boolean doubleTickFluids = !ca.spottedleaf.moonrise.common.PlatformHooks.get().configFixMC224294();
@@ -1050,41 +1050,41 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
final int offsetZ = cpos.z << 4;
for (int sectionIndex = 0, sectionsLen = sections.length; sectionIndex < sectionsLen; sectionIndex++) {
- final int offsetY = (sectionIndex + minSection) << 4;
+ // Leaf start - Micro optimizations for random tick
final LevelChunkSection section = sections[sectionIndex];
- final net.minecraft.world.level.chunk.PalettedContainer<net.minecraft.world.level.block.state.BlockState> states = section.states;
if (!section.isRandomlyTickingBlocks()) {
continue;
}
+ final int offsetY = (sectionIndex + minSection) << 4;
+ final net.minecraft.world.level.chunk.PalettedContainer<net.minecraft.world.level.block.state.BlockState> states = section.states;
+ // Leaf end - Micro optimizations for random tick
- final ca.spottedleaf.moonrise.common.list.ShortList tickList = ((ca.spottedleaf.moonrise.patches.block_counting.BlockCountingChunkSection)section).moonrise$getTickingBlockList();
+ final ca.spottedleaf.moonrise.common.list.ShortList tickList = section.moonrise$getTickingBlockList(); // Leaf - Micro optimizations for random tick - no redundant cast
for (int i = 0; i < tickSpeed; ++i) {
- final int tickingBlocks = tickList.size();
final int index = simpleRandom.nextInt() & ((16 * 16 * 16) - 1);
- if (index >= tickingBlocks) {
+ if (index >= tickList.size()) { // Leaf - Micro optimizations for random tick - inline one-time value
// most of the time we fall here
continue;
}
- final int location = (int)tickList.getRaw(index) & 0xFFFF;
+ final int location = tickList.getRaw(index); // Leaf - Micro optimizations for random tick - no unnecessary operations
final BlockState state = states.get(location);
// do not use a mutable pos, as some random tick implementations store the input without calling immutable()!
- final BlockPos pos = new BlockPos((location & 15) | offsetX, ((location >>> (4 + 4)) & 15) | offsetY, ((location >>> 4) & 15) | offsetZ);
+ 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
- state.randomTick((ServerLevel)(Object)this, pos, simpleRandom);
+ state.randomTick(this, pos, simpleRandom); // Leaf - Micro optimizations for random tick - no redundant cast
if (doubleTickFluids) {
final FluidState fluidState = state.getFluidState();
if (fluidState.isRandomlyTicking()) {
- fluidState.randomTick((ServerLevel)(Object)this, pos, simpleRandom);
+ fluidState.randomTick(this, pos, simpleRandom); // Leaf - Micro optimizations for random tick - no redundant cast
}
}
}
}
-
- return;
+ // Leaf - Micro optimizations for random tick - no redundant return
}
// Paper end - optimise random ticking