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mirror of https://github.com/SparklyPower/SparklyPaper.git synced 2025-12-19 15:09:27 +00:00
Commit Graph

123 Commits

Author SHA1 Message Date
MrPowerGamerBR
9902d2c3b5 [ci skip] Add 02/01/2024 SparklyPower SparklyPaper performance result 2024-01-02 18:05:35 -03:00
MrPowerGamerBR
5889520bba Disable Nether and End portals for non-player entities
We don't need portals for them on SparklyPower

Fixes #9
2023-12-26 17:19:16 -03:00
MrPowerGamerBR
22b3025da2 Update upstream 2023-12-26 16:54:59 -03:00
Loritta Morenitta
78ec2bf8fb Updated Upstream (Paper) 2023-12-26 00:21:40 +00:00
Loritta Morenitta
346e5c5e05 Updated Upstream (Paper) 2023-12-24 00:24:00 +00:00
MrPowerGamerBR
b305e4fcd1 Update upstream 2023-12-21 21:03:23 -03:00
Loritta Morenitta
727ae7ea19 Updated Upstream (Paper) 2023-12-21 00:22:08 +00:00
Loritta Morenitta
ffc727fe64 Updated Upstream (Paper) 2023-12-20 00:18:26 +00:00
Loritta Morenitta
7811c12466 Updated Upstream (Paper) 2023-12-19 00:22:45 +00:00
Loritta Morenitta
c030cb1ada Updated Upstream (Paper) 2023-12-18 00:23:11 +00:00
Loritta Morenitta
7aa62093cd Updated Upstream (Paper) 2023-12-16 00:22:06 +00:00
Loritta Morenitta
f8586af2c3 Updated Upstream (Paper) 2023-12-13 00:22:06 +00:00
Loritta Morenitta
64402e98e5 Updated Upstream (Paper) 2023-12-12 00:22:32 +00:00
Loritta Morenitta
036792661c Updated Upstream (Paper) 2023-12-11 00:23:13 +00:00
MrPowerGamerBR
6989f768a7 Update to Minecraft 1.20.4 2023-12-09 15:48:30 -03:00
MrPowerGamerBR
d9d7969b46 [ci skip] README changes 2023-12-02 22:39:54 -03:00
MrPowerGamerBR
a021f99457 Forgot to ACTUALLY commit the new upstream commit smh 2023-12-02 22:34:55 -03:00
MrPowerGamerBR
95a2786276 Update Upstream
Yet another patch merged into Paper, yay!
2023-12-02 22:26:02 -03:00
MrPowerGamerBR
238b46685b Update Upstream
Another patch merged into Paper, woo
2023-12-02 19:09:56 -03:00
MrPowerGamerBR
44b8a578b6 [ci skip] README changes 2023-12-01 18:05:33 -03:00
MrPowerGamerBR
cfba21344d a 2023-12-01 18:01:42 -03:00
MrPowerGamerBR
ad57a126fa Update EntityScheduler optimization patch to match Paper PR 2023-12-01 13:12:45 -03:00
MrPowerGamerBR
909dd2c1b9 Move inventory close stacktrace debug to "sparklypaper.logContainerCreationStacktraces" property 2023-11-30 13:09:48 -03:00
Loritta Morenitta
0e7165df31 Updated Upstream (Paper) 2023-11-29 00:22:23 +00:00
MrPowerGamerBR
5391e9c4bc More improvements 2023-11-28 02:23:23 -03:00
MrPowerGamerBR
07ee63724e Improve Fix TE Unload Lag Spike patch 2023-11-28 02:17:40 -03:00
MrPowerGamerBR
9222c99c6c [ci skip] README changes 2023-11-27 00:21:46 -03:00
MrPowerGamerBR
b933223efe [ci skip] Whoops 2023-11-26 21:11:45 -03:00
MrPowerGamerBR
449a84ceb6 Remove unnecessary durability check in "ItemStack#isSimilar(...)" 2023-11-26 20:33:27 -03:00
MrPowerGamerBR
6e182d7d93 "this" 2023-11-26 16:49:41 -03:00
MrPowerGamerBR
3c9992bf07 [ci skip] README changes 2023-11-26 14:36:22 -03:00
MrPowerGamerBR
6b2c63f6e1 Fix build 2023-11-26 14:30:43 -03:00
MrPowerGamerBR
b82e1078fe Split the tickBlockEntities optimization into two patches 2023-11-26 14:15:51 -03:00
MrPowerGamerBR
d8ba56e45b Update Upstream and Fix Build 2023-11-25 21:46:56 -03:00
MrPowerGamerBR
fae2ddb9d1 [ci skip] moar borked patches 2023-11-25 13:12:30 -03:00
MrPowerGamerBR
b96d6f8f38 [ci skip] Add proper explanation 2023-11-24 23:47:25 -03:00
MrPowerGamerBR
f1f43018a1 Just use get directly instead of using our hacky hack
The real reason I reverted this was because this was throwing an exception, idk why tho because tbh it doesn't make any sense
2023-11-24 23:42:45 -03:00
MrPowerGamerBR
3b27299c78 Fix our custom block entity list
Yeah, I probably should've tested it a bit further

But don't worry, its performance is still way way way WAY better than the original ArrayList used
2023-11-24 22:09:53 -03:00
MrPowerGamerBR
3b0a9a7780 [ci skip] README changes 2023-11-24 20:32:44 -03:00
MrPowerGamerBR
222bdcf9f5 Remove unused stuff 2023-11-24 20:25:57 -03:00
MrPowerGamerBR
490f8a5ec6 Improve the "tickBlockEntities" patch by replacing the block entity list with a custom list that allows us to remove multiple indexes at once
Improves tile entity removal performance A LOT, no matter if only a single tile entity is being removed or a bunch of them
2023-11-24 20:17:27 -03:00
MrPowerGamerBR
7044824d2d [ci skip] Improve canSee patch commit message 2023-11-24 11:46:36 -03:00
MrPowerGamerBR
d17719e4e3 Remove some "dubious" patches
Honestly, some of these changes felt like hopium "surely this will fix the lag issues", even tho in my mind these didn't make sense

Yeah, these methods do show up in the profiler, but does these *really* make sense? I don't think so, I think these are just useless patches that only attempt to hide the pain, instead of tackling the REAL issue that is causing these methods to show up in the profiler
2023-11-24 02:48:58 -03:00
MrPowerGamerBR
e509994f65 Change check order 2023-11-23 20:37:54 -03:00
MrPowerGamerBR
6b4c6a766f Cache the block entity's chunk coordinate key in the block entity itself
Again, this is seems like a small optimization, but it is actually useful because we avoid doing calculations for each block entity, and if your server has a lot of them, it adds up
2023-11-23 19:37:09 -03:00
MrPowerGamerBR
66cab91fc1 Cache last shouldTickBlocksAt result when ticking block entities 2023-11-23 18:26:19 -03:00
MrPowerGamerBR
8faa90e2e3 [ci skip] Thanks IDEA for processing stuff that I typed in another window 2023-11-23 14:58:29 -03:00
MrPowerGamerBR
b1d551395f Optimize "canSee" checks
The "canSee" checks is in a hot path, invoked by each entity for each player on the server if they are in tracking range, so optimizing it is pretty nice

First, we change the original "HashMap" to fastutil's "Object2ObjectOpenHashMap", because the containsKey throughput is better

Then, we add a "isEmpty()" check before attempting to check if the map contains something

This seems stupid, but it does seem that it improves the performance a bit, and it makes sense, "containsKey(...)" does not attempt to check the map size before attempting to check if the map contains the key

We also create a "canSee" method tailored for "ChunkMap#updatePlayer()", a method without the equals check (the "updatePlayer()" already checks if the entity is the same entity) and we cache the "isVisibleByDefault()" result between runs (this also seems a bit overkill because "isVisibleByDefault()" is just a method that returns a boolean, but because this is a hotpath, we need all optimizations that we can get
2023-11-23 14:52:18 -03:00
MrPowerGamerBR
d06438014c Disable "timings" command too 2023-11-23 12:14:29 -03:00
MrPowerGamerBR
54a3a0abc4 [ci skip] Add note about Timings 2023-11-23 12:13:17 -03:00