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https://github.com/SparklyPower/SparklyPaper.git
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Skip dirty stats copy when requesting player stats
There's literally only one getDirty call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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@@ -27,10 +27,8 @@ SparklyPaper's config file is `sparklypaper.yml`, the file is, by default, place
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* But still, if you made your own custom "image on map" plugin, don't forget to `mapView.isLocked = true` to get the same performance benefits in vanilla Paper!
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* Fix concurrency issues when using `imageToBytes` in multiple threads
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* Useful if one of your plugins is parallelizng map creation on server startup
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* Optimize `ServerStatsCounter`'s dirty set
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* Instead of using Java's HashSet, we will use fastutil's `ObjectOpenHashSet`, which has better performance
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* While this seems stupid, awardStat was using around ~0.14% when adding to the `HashSet`, and that's not good
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* We also optimized the `getDirty` calls. I mean, the *only* `getDirty` call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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* Skip dirty stats copy when requesting player stats
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* There's literally only one `getDirty` call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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* ~~Avoid unnecessary `ItemFrame#getItem()` calls~~
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* ~~When ticking an item frame, on each tick, it checks if the item on the item frame is a map and, if it is, it adds the map to be carried by the entity player~~
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* ~~However, the `getItem()` call is a bit expensive, especially because this is only really used if the item in the item frame is a map~~
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@@ -1,56 +0,0 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: MrPowerGamerBR <git@mrpowergamerbr.com>
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Date: Sat, 18 Nov 2023 20:35:44 -0300
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Subject: [PATCH] Optimize ServerStatsCounter's dirty set
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Instead of using Java's HashSet, we will use fastutil's ObjectOpenHashSet, which has better performance
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While this seems stupid, awardStat was using around ~0.14% when adding to the HashSet, and that's not good
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We also optimized the getDirty calls, since the map was only retrieved once, so in that case, we don't actually need to create a copy of the map just to iterate it
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diff --git a/src/main/java/net/minecraft/stats/ServerStatsCounter.java b/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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index 9bb8d4d7be6a937980aa653db82be084d066a563..142b42e906cd1c10c17bd82bfb19cf4d252fbd34 100644
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--- a/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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+++ b/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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@@ -43,7 +43,7 @@ public class ServerStatsCounter extends StatsCounter {
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private static final Logger LOGGER = LogUtils.getLogger();
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private final MinecraftServer server;
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private final File file;
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- private final Set<Stat<?>> dirty = Sets.newHashSet();
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+ private final Set<Stat<?>> dirty = new it.unimi.dsi.fastutil.objects.ObjectOpenHashSet(); // SparklyPaper - optimize ServerStatsCounter's dirty set
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public ServerStatsCounter(MinecraftServer server, File file) {
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this.server = server;
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@@ -85,12 +85,15 @@ public class ServerStatsCounter extends StatsCounter {
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this.dirty.add(stat);
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}
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+ // SparklyPaper - Optimize ServerStatsCounter's dirty set
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+ /*
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private Set<Stat<?>> getDirty() {
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Set<Stat<?>> set = Sets.newHashSet(this.dirty);
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this.dirty.clear();
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return set;
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}
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+ */
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public void parseLocal(DataFixer dataFixer, String json) {
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try {
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@@ -238,13 +241,14 @@ public class ServerStatsCounter extends StatsCounter {
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public void sendStats(ServerPlayer player) {
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Object2IntMap<Stat<?>> object2intmap = new Object2IntOpenHashMap();
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- Iterator iterator = this.getDirty().iterator();
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+ Iterator iterator = this.dirty.iterator(); // SparklyPaper - Optimize ServerStatsCounter's dirty set
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while (iterator.hasNext()) {
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Stat<?> statistic = (Stat) iterator.next();
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object2intmap.put(statistic, this.getValue(statistic));
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}
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+ this.dirty.clear(); // SparklyPaper - Optimize ServerStatsCounter's dirty set
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player.connection.send(new ClientboundAwardStatsPacket(object2intmap));
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}
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@@ -0,0 +1,46 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: MrPowerGamerBR <git@mrpowergamerbr.com>
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Date: Wed, 22 Nov 2023 14:40:36 -0300
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Subject: [PATCH] Skip dirty stats copy when requesting player stats
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There's literally only one getDirty call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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diff --git a/src/main/java/net/minecraft/stats/ServerStatsCounter.java b/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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index 9bb8d4d7be6a937980aa653db82be084d066a563..e93722fd8b7a97037914beddbace9a0de5dca8b4 100644
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--- a/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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+++ b/src/main/java/net/minecraft/stats/ServerStatsCounter.java
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@@ -85,12 +85,16 @@ public class ServerStatsCounter extends StatsCounter {
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this.dirty.add(stat);
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}
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+ // SparklyPaper start - Skip dirty stats copy when requesting player stats
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+ /*
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private Set<Stat<?>> getDirty() {
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Set<Stat<?>> set = Sets.newHashSet(this.dirty);
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this.dirty.clear();
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return set;
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}
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+ */
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+ // SparklyPaper end
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public void parseLocal(DataFixer dataFixer, String json) {
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try {
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@@ -238,7 +242,7 @@ public class ServerStatsCounter extends StatsCounter {
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public void sendStats(ServerPlayer player) {
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Object2IntMap<Stat<?>> object2intmap = new Object2IntOpenHashMap();
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- Iterator iterator = this.getDirty().iterator();
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+ Iterator iterator = this.dirty.iterator(); // SparklyPaper - Skip dirty stats copy when requesting player stats
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while (iterator.hasNext()) {
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Stat<?> statistic = (Stat) iterator.next();
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@@ -246,6 +250,8 @@ public class ServerStatsCounter extends StatsCounter {
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object2intmap.put(statistic, this.getValue(statistic));
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}
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+ this.dirty.clear(); // SparklyPaper - Skip dirty stats copy when requesting player stats
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+
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player.connection.send(new ClientboundAwardStatsPacket(object2intmap));
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}
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}
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