may help #284 Cleans up the lighting queue system, reducing diff and improving implementation. We no longer stop chunk unloads due to lighting updates, and instead simply flush the lighting queue. The cost of forcing the chunk (and its neighbors!) to stay loaded waiting for its lighting work to finish is much greater than simply taking the hit and doing the work. This change also helps reduce the diff and avoid bugs with missed diffs by removing duplicated logic. Also switches to a more effecient data structure (ArrayDeque instead of LinkedList) for the queue itself.
32 lines
1.2 KiB
Diff
32 lines
1.2 KiB
Diff
From 086069acbe2c36b968bd5d853426ff8d38a8cd49 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 3 Mar 2016 02:07:55 -0600
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Subject: [PATCH] Optimize getBlockData
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Hot method, so reduce # of instructions for the method.
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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index d55beb9..3806def 100644
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--- a/src/main/java/net/minecraft/server/Chunk.java
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+++ b/src/main/java/net/minecraft/server/Chunk.java
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@@ -395,8 +395,15 @@ public class Chunk {
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return this.a(i, j, k).c();
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}
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+ // Paper - Optimize getBlockData
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public IBlockData getBlockData(BlockPosition blockposition) {
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- return this.a(blockposition.getX(), blockposition.getY(), blockposition.getZ());
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+ if (blockposition.getY() >= 0 && blockposition.getY() >> 4 < this.sections.length) {
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+ ChunkSection chunksection = this.sections[blockposition.getY() >> 4];
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+ if (chunksection != null) {
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+ return chunksection.getType(blockposition.getX() & 15, blockposition.getY() & 15, blockposition.getZ() & 15);
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+ }
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+ }
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+ return Blocks.AIR.getBlockData();
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}
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public IBlockData a(final int i, final int j, final int k) {
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--
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2.8.2
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