From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: MrPowerGamerBR Date: Wed, 15 Nov 2023 23:39:36 -0300 Subject: [PATCH] Skip "distanceToSqr" call in "ServerEntity#sendChanges" if the delta movement hasn't changed The "distanceToSqr" call is a bit expensive, so avoiding it is pretty nice, around ~15% calls are skipped with this check We could also check if the x,y,z coordinates are equal, but for now, let's just keep the identity check, which also helps us since Minecraft's code does reuse the original delta movement Vec3 object diff --git a/src/main/java/net/minecraft/server/level/ServerEntity.java b/src/main/java/net/minecraft/server/level/ServerEntity.java index 7392a058bab0eca23cb82392d5b5cc50e8601499..072aa9f0cd26602c0251819fd02711078382f9da 100644 --- a/src/main/java/net/minecraft/server/level/ServerEntity.java +++ b/src/main/java/net/minecraft/server/level/ServerEntity.java @@ -228,12 +228,14 @@ public class ServerEntity { if ((this.trackDelta || this.entity.hasImpulse || this.entity instanceof LivingEntity && ((LivingEntity) this.entity).isFallFlying()) && this.tickCount > 0) { Vec3 vec3d1 = this.entity.getDeltaMovement(); + if (vec3d1 != this.ap) { // SparklyPaper start - skip distanceToSqr call in ServerEntity#sendChanges if the delta movement hasn't changed double d0 = vec3d1.distanceToSqr(this.ap); if (d0 > 1.0E-7D || d0 > 0.0D && vec3d1.lengthSqr() == 0.0D) { this.ap = vec3d1; this.broadcast.accept(new ClientboundSetEntityMotionPacket(this.entity.getId(), this.ap)); } + } // SparklyPaper end } if (packet1 != null) {