Remove Water optimization from the Light Optimizations

case was found where it could cause light to become incorrect

But we still get to optimize out any same block updates which reduces light operations
This commit is contained in:
Aikar 2018-09-28 22:37:43 -04:00
parent c75015c1a4
commit cd6a5f3b51
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@ -1,4 +1,4 @@
From bfe4057567647862f7f8c377acc4bff3788e42d5 Mon Sep 17 00:00:00 2001
From 4f23ede23ade4b6f09398c7b12f6044ad88914d7 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 28 Sep 2018 20:46:29 -0400
Subject: [PATCH] Optimize Light Recalculations
@ -10,38 +10,21 @@ do not impact light calculations.
So the only way light should change, is if the block itself
changes from 1 block to another.
Additionally, as of 1.13, water now only blocks 1 light level
instead of 3, meaning that light level decreasing is the same as air.
This means, transitions between water and air also do not need
to recalculate light, which saves a TON of updates caused by
fluids flowing.
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
index 53aab97866..dad294ecbe 100644
index 53aab97866..e4bda70bb9 100644
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
@@ -103,6 +103,9 @@ public class Chunk implements IChunkAccess {
// Keep this synced with entitySlices.add() and entitySlices.remove()
private final int[] itemCounts = new int[16];
private final int[] inventoryEntityCounts = new int[16];
+ public static boolean shouldRecheckLight(Block block, Block block1) {
+ return !(block == block1 || (block1 == Blocks.WATER && block == Blocks.AIR) || (block == Blocks.WATER && block1 == Blocks.AIR));
+ }
// Paper end
public boolean areNeighborsLoaded(final int radius) {
switch (radius) {
@@ -578,7 +581,7 @@ public class Chunk implements IChunkAccess {
@@ -578,7 +578,7 @@ public class Chunk implements IChunkAccess {
} else {
if (flag1) {
this.initLighting();
- } else {
+ } else if (shouldRecheckLight(block, block1)) { // Paper - Optimize light recalculations
+ } else if (block != block1) { // Paper - Optimize light recalculations
this.runOrQueueLightUpdate(() -> { // Paper - Queue light update
int i1 = iblockdata.b(this.world, blockposition);
int j1 = iblockdata1.b(this.world, blockposition);
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
index 13f69f1b82..cd25bf3d9e 100644
index 13f69f1b82..763401835d 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -444,7 +444,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
@ -49,7 +32,7 @@ index 13f69f1b82..cd25bf3d9e 100644
IBlockData iblockdata2 = this.getType(blockposition);
- if (iblockdata2.b(this, blockposition) != iblockdata1.b(this, blockposition) || iblockdata2.e() != iblockdata1.e()) {
+ if (Chunk.shouldRecheckLight(iblockdata.getBlock(), iblockdata2.getBlock()) && iblockdata2.b(this, blockposition) != iblockdata1.b(this, blockposition) || iblockdata2.e() != iblockdata1.e()) { // Paper - optimize light recalculations
+ if (iblockdata.getBlock() != iblockdata2.getBlock() && iblockdata2.b(this, blockposition) != iblockdata1.b(this, blockposition) || iblockdata2.e() != iblockdata1.e()) { // Paper - optimize light recalculations
this.methodProfiler.a("checkLight");
chunk.runOrQueueLightUpdate(() -> this.r(blockposition)); // Paper - Queue light update
this.methodProfiler.e();