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 7ee0335b02741f6b06d0c697a19faf479db2ae4b..056b3dd172a7b8d1bf5ac76d88d373fae0b85a8f 100644 --- a/src/main/java/net/minecraft/server/level/ServerEntity.java +++ b/src/main/java/net/minecraft/server/level/ServerEntity.java @@ -221,12 +221,14 @@ 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) {