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SparklyPaperMC/patches/server/0006-Skip-distanceToSqr-call-in-ServerEntity-sendChanges-.patch
2023-11-19 14:17:46 -03:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: MrPowerGamerBR <git@mrpowergamerbr.com>
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 35674f92a67f93382103c2766df4b678ba5c862f..aedf24ba0d64de855a59869052cbc2704e7dc134 100644
--- a/src/main/java/net/minecraft/server/level/ServerEntity.java
+++ b/src/main/java/net/minecraft/server/level/ServerEntity.java
@@ -202,12 +202,14 @@ 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) {