From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: MrPowerGamerBR Date: Mon, 13 Jan 2025 14:19:31 -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/net/minecraft/server/level/ServerEntity.java b/net/minecraft/server/level/ServerEntity.java index 0fb253aa55a24b56b17f524b3261c5b75c7d7e59..8d0c259efc31de7de0ca5b900376677552e81f81 100644 --- a/net/minecraft/server/level/ServerEntity.java +++ b/net/minecraft/server/level/ServerEntity.java @@ -195,6 +195,7 @@ public class ServerEntity { if (this.entity.hasImpulse || this.trackDelta || this.entity instanceof LivingEntity && ((LivingEntity)this.entity).isFallFlying()) { Vec3 deltaMovement = this.entity.getDeltaMovement(); + if (deltaMovement != this.lastSentMovement) { // SparklyPaper start - skip distanceToSqr call in ServerEntity#sendChanges if the delta movement hasn't changed double d = deltaMovement.distanceToSqr(this.lastSentMovement); if (d > 1.0E-7 || d > 0.0 && deltaMovement.lengthSqr() == 0.0) { this.lastSentMovement = deltaMovement; @@ -212,6 +213,7 @@ public class ServerEntity { this.broadcast.accept(new ClientboundSetEntityMotionPacket(this.entity.getId(), this.lastSentMovement)); } } + } // SparklyPaper end } if (packet != null) {