mirror of
https://github.com/Winds-Studio/Leaf.git
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116 lines
5.9 KiB
Diff
116 lines
5.9 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: Wed, 19 Mar 2025 18:41:56 +0100
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Subject: [PATCH] Use BFS on getSlopeDistance
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Uses Breadth First Search (BFS) to optimize getSlopeDistance
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Paper: ~75ms
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Leaf: ~48ms (-36%)
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This should help drastically on the farms that use actively changing fluids.
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diff --git a/net/minecraft/world/level/material/FlowingFluid.java b/net/minecraft/world/level/material/FlowingFluid.java
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index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..f6bc70685e846e9114f477dfd8aceca3b910a09f 100644
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--- a/net/minecraft/world/level/material/FlowingFluid.java
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+++ b/net/minecraft/world/level/material/FlowingFluid.java
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@@ -341,32 +341,81 @@ public abstract class FlowingFluid extends Fluid {
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protected void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state, BlockPos source) { beforeDestroyingBlock(level, pos, state); } // Paper - Add BlockBreakBlockEvent
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protected abstract void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state);
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- protected int getSlopeDistance(LevelReader level, BlockPos pos, int depth, Direction direction, BlockState state, FlowingFluid.SpreadContext spreadContext) {
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- int i = 1000;
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+ // Leaf start - Use BFS on getSlopeDistance
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+ protected int getSlopeDistance(LevelReader level, BlockPos startPos, int initialDepth, Direction excludedDirection, BlockState startState, FlowingFluid.SpreadContext spreadContext) {
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+ it.unimi.dsi.fastutil.longs.LongSet visited = new it.unimi.dsi.fastutil.longs.LongOpenHashSet(512);
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+ java.util.Queue<FlowingFluid.SlopeDistanceNode> queue = new java.util.ArrayDeque<>(256);
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+
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+ for (Direction dir : Direction.Plane.HORIZONTAL) {
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+ if (dir == excludedDirection) continue;
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+
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+ BlockPos neighborPos = startPos.relative(dir);
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+ BlockState neighborState = spreadContext.getBlockStateIfLoaded(neighborPos);
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+ if (neighborState == null) continue;
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+
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+ // Check if the fluid can actually pass through to this first neighbor before adding
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+ FluidState neighborFluidState = neighborState.getFluidState();
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+ if (!this.canPassThrough(level, this.getFlowing(), startPos, startState, dir, neighborPos, neighborState, neighborFluidState)) {
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+ continue;
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+ }
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+ long visitKey = encodeSlopeNode(neighborPos, dir.getOpposite());
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+ if (visited.add(visitKey)) {
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+ queue.add(new FlowingFluid.SlopeDistanceNode(neighborPos, initialDepth, dir.getOpposite(), neighborState));
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+ }
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+ }
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- for (Direction direction1 : Direction.Plane.HORIZONTAL) {
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- if (direction1 != direction) {
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- BlockPos blockPos = pos.relative(direction1);
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- BlockState blockState = spreadContext.getBlockStateIfLoaded(blockPos); // Paper - Prevent chunk loading from fluid flowing
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- if (blockState == null) continue; // Paper - Prevent chunk loading from fluid flowing
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- FluidState fluidState = blockState.getFluidState();
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- if (this.canPassThrough(level, this.getFlowing(), pos, state, direction1, blockPos, blockState, fluidState)) {
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- if (spreadContext.isHole(blockPos)) {
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- return depth;
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- }
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+ int slopeFindDistance = this.getSlopeFindDistance(level);
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+ int minDistance = 1000;
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- if (depth < this.getSlopeFindDistance(level)) {
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- int slopeDistance = this.getSlopeDistance(level, blockPos, depth + 1, direction1.getOpposite(), blockState, spreadContext);
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- if (slopeDistance < i) {
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- i = slopeDistance;
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- }
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- }
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+ // Process the queue
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+ while (!queue.isEmpty()) {
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+ FlowingFluid.SlopeDistanceNode current = queue.poll();
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+ if (spreadContext.isHole(current.pos)) {
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+ return current.depth;
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+ }
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+
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+ if (current.depth >= slopeFindDistance) continue;
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+
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+ for (Direction dir : Direction.Plane.HORIZONTAL) {
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+ if (dir == current.excludedDir) continue;
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+
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+ BlockPos nextPos = current.pos.relative(dir);
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+ BlockState nextState = spreadContext.getBlockStateIfLoaded(nextPos);
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+ if (nextState == null) continue;
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+
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+ FluidState nextFluidState = nextState.getFluidState();
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+ if (!this.canPassThrough(level, this.getFlowing(), current.pos, current.state, dir, nextPos, nextState, nextFluidState)) {
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+ continue;
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+ }
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+
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+ long visitKey = encodeSlopeNode(nextPos, dir.getOpposite());
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+ if (visited.add(visitKey)) {
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+ queue.add(new FlowingFluid.SlopeDistanceNode(nextPos, current.depth + 1, dir.getOpposite(), nextState));
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}
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}
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}
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- return i;
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+ return minDistance;
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+ }
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+
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+ private static long encodeSlopeNode(BlockPos pos, Direction excludedDir) {
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+ return ((long) pos.getX() & 0xFFFFFFFFL) << 32 | ((long) pos.getZ() & 0xFFFFFFFFL) << 4 | (excludedDir.ordinal() & 0x0F);
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+ }
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+
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+ private static class SlopeDistanceNode {
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+ final BlockPos pos;
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+ final int depth;
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+ final Direction excludedDir;
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+ final BlockState state;
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+
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+ SlopeDistanceNode(BlockPos pos, int depth, Direction excludedDir, BlockState state) {
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+ this.pos = pos.immutable();
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+ this.depth = depth;
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+ this.excludedDir = excludedDir;
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+ this.state = state;
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+ }
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}
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+ // Leaf end - Use BFS on getSlopeDistance
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boolean isWaterHole(BlockGetter level, BlockPos pos, BlockState state, BlockPos belowPos, BlockState belowState) {
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return canPassThroughWall(Direction.DOWN, level, pos, state, belowPos, belowState)
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