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https://github.com/LeavesMC/Leaves.git
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138 lines
9.6 KiB
Diff
138 lines
9.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: violetc <58360096+s-yh-china@users.noreply.github.com>
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Date: Fri, 21 Jul 2023 11:32:47 +0800
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Subject: [PATCH] Skip unnecessary mob spawning computations
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This patch is Powered by Gale(https://github.com/GaleMC/Gale)
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diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
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index 5942626173e68d80a2e93d7221f2f470f07f022b..82234b5a0288438cc1a0b8ca59c9a8e4e1a845b4 100644
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--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
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+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
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@@ -566,50 +566,57 @@ public class ServerChunkCache extends ChunkSource {
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int k = this.level.getGameRules().getInt(GameRules.RULE_RANDOMTICKING);
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boolean flag1 = level.ticksPerSpawnCategory.getLong(org.bukkit.entity.SpawnCategory.ANIMAL) != 0L && worlddata.getGameTime() % level.ticksPerSpawnCategory.getLong(org.bukkit.entity.SpawnCategory.ANIMAL) == 0L; // CraftBukkit
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- gameprofilerfiller.push("naturalSpawnCount");
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- this.level.timings.countNaturalMobs.startTiming(); // Paper - timings
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- int l = this.distanceManager.getNaturalSpawnChunkCount();
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- // Paper start - per player mob spawning
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+ // Leaves start - skip unnecessary mob spawning computations
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NaturalSpawner.SpawnState spawnercreature_d; // moved down
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- if ((this.spawnFriendlies || this.spawnEnemies) && this.chunkMap.playerMobDistanceMap != null) { // don't count mobs when animals and monsters are disabled
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- // Leaves start - optimize mob spawning
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- if (!top.leavesmc.leaves.LeavesConfig.asyncMobSpawning) {
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- // re-set mob counts
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- for (ServerPlayer player : this.level.players) {
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- // Paper start - per player mob spawning backoff
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- for (int ii = 0; ii < ServerPlayer.MOBCATEGORY_TOTAL_ENUMS; ii++) {
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- player.mobCounts[ii] = 0;
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-
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- int newBackoff = player.mobBackoffCounts[ii] - 1; // TODO make configurable bleed // TODO use nonlinear algorithm?
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- if (newBackoff < 0) {
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- newBackoff = 0;
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+ boolean flag2 = this.level.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && !this.level.players().isEmpty(); // CraftBukkit
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+ boolean flag2AndHasNaturalSpawn = flag2 && this.anySpawnCategoryIsSpawnedThisTick();
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+ if (!top.leavesmc.leaves.LeavesConfig.skipUnnecessaryMobSpawningComputations || flag2AndHasNaturalSpawn) {
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+ gameprofilerfiller.push("naturalSpawnCount");
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+ this.level.timings.countNaturalMobs.startTiming(); // Paper - timings
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+ int l = this.distanceManager.getNaturalSpawnChunkCount();
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+ // Paper start - per player mob spawning
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+ if ((this.spawnFriendlies || this.spawnEnemies) && this.chunkMap.playerMobDistanceMap != null) { // don't count mobs when animals and monsters are disabled
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+ // Leaves start - optimize mob spawning
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+ if (!top.leavesmc.leaves.LeavesConfig.asyncMobSpawning) {
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+ //re-set mob counts
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+ for (ServerPlayer player : this.level.players) {
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+ // Paper start - per player mob spawning backoff
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+ for (int ii = 0; ii < ServerPlayer.MOBCATEGORY_TOTAL_ENUMS; ii++) {
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+ player.mobCounts[ii] = 0;
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+
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+ int newBackoff = player.mobBackoffCounts[ii] - 1; // TODO make configurable bleed // TODO use nonlinear algorithm?
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+ if (newBackoff < 0) {
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+ newBackoff = 0;
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+ }
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+ player.mobBackoffCounts[ii] = newBackoff;
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}
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- player.mobBackoffCounts[ii] = newBackoff;
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- }
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- // Paper end - per player mob spawning backoff
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+ // Paper end - per player mob spawning backoff
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+ }
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+ lastSpawnState = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, null, true);
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}
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- lastSpawnState = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, null, true);
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+ // Leaves end - optimize mob spawning
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+ } else {
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+ // Leaves start - optimize mob spawning
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+ lastSpawnState = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, this.chunkMap.playerMobDistanceMap == null ? new LocalMobCapCalculator(this.chunkMap) : null, false);
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+ spawnCountsReady.set(true);
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+ // Leaves end - optimize mob spawning
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}
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- // Leaves end - optimize mob spawning
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+ // Paper end
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+ this.level.timings.countNaturalMobs.stopTiming(); // Paper - timings
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+
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+ // this.lastSpawnState = spawnercreature_d; // Leaves - optimize mob spawning
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+ gameprofilerfiller.popPush("filteringLoadedChunks");
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} else {
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- // Leaves start - optimize mob spawning
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- lastSpawnState = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, this.chunkMap.playerMobDistanceMap == null ? new LocalMobCapCalculator(this.chunkMap) : null, false);
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- spawnCountsReady.set(true);
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- // Leaves end - optimize mob spawning
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+ spawnercreature_d = null;
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}
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- // Paper end
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- this.level.timings.countNaturalMobs.stopTiming(); // Paper - timings
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-
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- // this.lastSpawnState = spawnercreature_d; // Leaves - optimize mob spawning
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- gameprofilerfiller.popPush("filteringLoadedChunks");
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// Paper - moved down
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this.level.timings.chunkTicks.startTiming(); // Paper
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// Paper - moved down
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gameprofilerfiller.popPush("spawnAndTick");
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- boolean flag2 = this.level.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && !this.level.players().isEmpty(); // CraftBukkit
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+ // Leaves start - skip unnecessary mob spawning computations
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// Paper - only shuffle if per-player mob spawning is disabled
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// Paper - moved natural spawn event up
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@@ -641,7 +648,7 @@ public class ServerChunkCache extends ChunkSource {
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if ((true || this.level.isNaturalSpawningAllowed(chunkcoordintpair)) && this.chunkMap.anyPlayerCloseEnoughForSpawning(holder, chunkcoordintpair, false)) { // Paper - optimise anyPlayerCloseEnoughForSpawning // Paper - the chunk is known ticking
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chunk1.incrementInhabitedTime(j);
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// Leaves start - optimize mob spawning
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- if (flag2 && (!top.leavesmc.leaves.LeavesConfig.asyncMobSpawning || spawnCountsReady.get()) && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair) && this.chunkMap.anyPlayerCloseEnoughForSpawning(holder, chunkcoordintpair, true)) { // Spigot // Paper - optimise anyPlayerCloseEnoughForSpawning & optimise chunk tick iteration
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+ if ((top.leavesmc.leaves.LeavesConfig.skipUnnecessaryMobSpawningComputations ? flag2AndHasNaturalSpawn : flag2) && (!top.leavesmc.leaves.LeavesConfig.asyncMobSpawning || spawnCountsReady.get()) && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair) && this.chunkMap.anyPlayerCloseEnoughForSpawning(holder, chunkcoordintpair, true)) { // Spigot // Paper - optimise anyPlayerCloseEnoughForSpawning & optimise chunk tick iteration // Leaves -skip unnecessary mob spawning computations
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NaturalSpawner.spawnForChunk(this.level, chunk1, lastSpawnState, this.spawnFriendlies, this.spawnEnemies, flag1);
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}
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// Leaves end - optimize mob spawning
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@@ -706,7 +713,7 @@ public class ServerChunkCache extends ChunkSource {
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// Paper end - controlled flush for entity tracker packets
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// Leaves start - optimize mob spawning
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- if (top.leavesmc.leaves.LeavesConfig.asyncMobSpawning) {
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+ if (top.leavesmc.leaves.LeavesConfig.asyncMobSpawning && (!top.leavesmc.leaves.LeavesConfig.skipUnnecessaryMobSpawningComputations || flag2AndHasNaturalSpawn)) {
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for (ServerPlayer player : this.level.players) {
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for (int ii = 0; ii < ServerPlayer.MOBCATEGORY_TOTAL_ENUMS; ii++) {
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player.mobCounts[ii] = 0;
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@@ -739,6 +746,18 @@ public class ServerChunkCache extends ChunkSource {
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}
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}
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+ // Leaves start - skip unnecessary mob spawning computations
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+ public boolean anySpawnCategoryIsSpawnedThisTick() {
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+ long gameTime = this.level.getLevelData().getGameTime();
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+ for (long ticksForSpawnCategory : this.level.ticksPerSpawnCategory.values()) {
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+ if (ticksForSpawnCategory != 0L && gameTime % ticksForSpawnCategory == 0L) {
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+ return true;
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+ }
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+ }
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+ return false;
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+ }
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+ // Leaves stop - skip unnecessary mob spawning computations
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+
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private void getFullChunk(long pos, Consumer<LevelChunk> chunkConsumer) {
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ChunkHolder playerchunk = this.getVisibleChunkIfPresent(pos);
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