mirror of
https://github.com/Winds-Studio/Leaf.git
synced 2025-12-26 02:19:19 +00:00
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.
65 lines
3.9 KiB
Diff
65 lines
3.9 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: hayanesuru <hayanesuru@outlook.jp>
|
|
Date: Fri, 6 Jun 2025 20:46:10 +0900
|
|
Subject: [PATCH] optimize random tick
|
|
|
|
|
|
diff --git a/net/minecraft/server/level/ServerChunkCache.java b/net/minecraft/server/level/ServerChunkCache.java
|
|
index 517c50639175276a9a040abf09f3ab9545627dd6..b2ded00d09bdab9889515b4829744eedaa0b0aa0 100644
|
|
--- a/net/minecraft/server/level/ServerChunkCache.java
|
|
+++ b/net/minecraft/server/level/ServerChunkCache.java
|
|
@@ -665,7 +665,13 @@ public class ServerChunkCache extends ChunkSource implements ca.spottedleaf.moon
|
|
list.clear();
|
|
}
|
|
|
|
- this.iterateTickingChunksFaster(); // Paper - chunk tick iteration optimisations
|
|
+ // Leaf start - optimize random tick
|
|
+ if (org.dreeam.leaf.config.modules.opt.OptimizeRandomTick.enabled) {
|
|
+ this.level.randomTickSystem.tick(this.level);
|
|
+ } else {
|
|
+ this.iterateTickingChunksFaster(); // Paper - chunk tick iteration optimisations
|
|
+ }
|
|
+ // Leaf end - optimize random tick
|
|
if (_boolean) {
|
|
this.level.tickCustomSpawners(this.spawnEnemies, this.spawnFriendlies);
|
|
}
|
|
diff --git a/net/minecraft/server/level/ServerLevel.java b/net/minecraft/server/level/ServerLevel.java
|
|
index 5e1f29af864df93856eabccde05a98f5acbdd505..964c97a394122083a2f3c77b8ca529592c826080 100644
|
|
--- a/net/minecraft/server/level/ServerLevel.java
|
|
+++ b/net/minecraft/server/level/ServerLevel.java
|
|
@@ -1109,6 +1109,7 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
|
|
|
|
public final org.dreeam.leaf.world.DespawnMap despawnMap = new org.dreeam.leaf.world.DespawnMap(paperConfig()); // Leaf - optimize despawn
|
|
public final org.dreeam.leaf.world.NatureSpawnChunkMap natureSpawnChunkMap = new org.dreeam.leaf.world.NatureSpawnChunkMap(); // Leaf - optimize mob spawning
|
|
+ public final org.dreeam.leaf.world.RandomTickSystem randomTickSystem = new org.dreeam.leaf.world.RandomTickSystem(); // Leaf - optimize random tick
|
|
public void tickChunk(LevelChunk chunk, int randomTickSpeed) {
|
|
final net.minecraft.world.level.levelgen.BitRandomSource simpleRandom = this.simpleRandom; // Paper - optimise random ticking // Leaf - Faster random generator - upcasting
|
|
ChunkPos pos = chunk.getPos();
|
|
diff --git a/net/minecraft/world/level/chunk/LevelChunk.java b/net/minecraft/world/level/chunk/LevelChunk.java
|
|
index a3674ddb883eecb255279375a5e2eece7e016c0f..c3ecdd80efad340c9fa0ea6913db9a3362b53ad4 100644
|
|
--- a/net/minecraft/world/level/chunk/LevelChunk.java
|
|
+++ b/net/minecraft/world/level/chunk/LevelChunk.java
|
|
@@ -152,6 +152,10 @@ public class LevelChunk extends ChunkAccess implements ca.spottedleaf.moonrise.p
|
|
}
|
|
// Gale end - Airplane - optimize random calls in chunk ticking - instead of using a random every time the chunk is ticked, define when lightning strikes preemptively
|
|
|
|
+ // Leaf start - optimize random tick
|
|
+ public boolean leaf$tickingBlocksDirty = true;
|
|
+ public int[] leaf$tickingCount = {};
|
|
+ // Leaf end - optimize random tick
|
|
public LevelChunk(Level level, ChunkPos pos) {
|
|
this(level, pos, UpgradeData.EMPTY, new LevelChunkTicks<>(), new LevelChunkTicks<>(), 0L, null, null, null);
|
|
}
|
|
@@ -416,6 +420,11 @@ public class LevelChunk extends ChunkAccess implements ca.spottedleaf.moonrise.p
|
|
if (blockState == state) {
|
|
return null;
|
|
} else {
|
|
+ // Leaf start - optimize random tick
|
|
+ if (blockState.isRandomlyTicking() != state.isRandomlyTicking()) {
|
|
+ leaf$tickingBlocksDirty = true;
|
|
+ }
|
|
+ // Leaf end - optimize random tick
|
|
Block block = state.getBlock();
|
|
this.heightmaps.get(Heightmap.Types.MOTION_BLOCKING).update(i, y, i2, state);
|
|
this.heightmaps.get(Heightmap.Types.MOTION_BLOCKING_NO_LEAVES).update(i, y, i2, state);
|