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Shiroha/camellia-server/minecraft-patches/features/0062-Gale-Optimize-random-calls-in-chunk-ticking.patch
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2026-07-09 00:03:09 +08:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: MrHua269 <mrhua269@gmail.com>
Date: Thu, 4 Jun 2026 17:15:00 +0800
Subject: [PATCH] Gale: Optimize random calls in chunk ticking
License: GPL-3.0-only (https://www.gnu.org/licenses/gpl-3.0.html)
Gale - https://github.com/GaleMC/Gale
This patch is based on the following patch:
"Optimize random calls in chunk ticking"
By: Paul Sauve <paul@technove.co>
As part of: Airplane (https://github.com/TECHNOVE/Airplane)
Licensed under: GPL-3.0-only (https://www.gnu.org/licenses/gpl-3.0.html)
The patch also received the following subsequent modification:
By: Kevin Raneri <kevin.raneri@gmail.com>
As part of: Pufferfish (https://github.com/pufferfish-gg/Pufferfish)
Licensed under: GPL-3.0-only (https://www.gnu.org/licenses/gpl-3.0.html)
* Description *
Throttling of ice and snow tick has been moved to another patch as
configurable ice and snow tick chance.
* Airplane description *
Especially at over 30,000 chunks these random calls are fairly heavy. We
use a different method here for checking lightning, and for checking
ice.
Lightning: Each chunk now keeps an int of how many ticks until the
lightning should strike. This int is a random number from 0 to 100000 * 2,
the multiplication is required to keep the probability the same.
Ice and snow: We just generate a single random number 0-16 and increment
it, while checking if it's 0 for the current chunk.
Depending on configuration for things that tick in a chunk, this is a
5-10% improvement.
* Airplane copyright *
Airplane
Copyright (C) 2020 Technove LLC
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
diff --git a/net/minecraft/server/level/ServerLevel.java b/net/minecraft/server/level/ServerLevel.java
index fca5017a13148a928ae320ee99cddc45f617ffcd..c22f17a517254541b1ca627ec149cbe956962e61 100644
--- a/net/minecraft/server/level/ServerLevel.java
+++ b/net/minecraft/server/level/ServerLevel.java
@@ -1051,7 +1051,7 @@ public class ServerLevel extends Level implements WorldGenLevel, ServerEntityGet
}
// Paper start - optimise random ticking
- private final io.papermc.paper.threadedregions.util.SimpleThreadLocalRandomSource simpleRandom = io.papermc.paper.threadedregions.util.SimpleThreadLocalRandomSource.INSTANCE; // Folia - region threading
+ public final io.papermc.paper.threadedregions.util.SimpleThreadLocalRandomSource simpleRandom = io.papermc.paper.threadedregions.util.SimpleThreadLocalRandomSource.INSTANCE; // Folia - region threading // Camellia - Make public for : Gale: Optimize random calls in chunk ticking
private void optimiseRandomTick(final LevelChunk chunk, final int tickSpeed) {
final LevelChunkSection[] sections = chunk.getSections();
@@ -1133,7 +1133,7 @@ public class ServerLevel extends Level implements WorldGenLevel, ServerEntityGet
int minZ = chunkPos.getMinBlockZ();
ProfilerFiller profiler = Profiler.get();
profiler.push("thunder");
- if (!this.paperConfig().environment.disableThunder && raining && this.isThundering() && this.spigotConfig.thunderChance > 0 && this.random.nextInt(this.spigotConfig.thunderChance) == 0) { // Spigot // Paper - Option to disable thunder
+ if (!this.paperConfig().environment.disableThunder && raining && this.isThundering() && this.spigotConfig.thunderChance > 0 /*&& this.random.nextInt(this.spigotConfig.thunderChance) == 0*/ && chunk.shouldDoLightning(this.random)) { // Spigot // Paper - Option to disable thunder // Gale - Airplane - optimize random calls in chunk ticking - replace random with shouldDoLightning
BlockPos pos = this.findLightningTargetAround(this.getBlockRandomPos(minX, 0, minZ, 15));
if (this.isRainingAt(pos)) {
DifficultyInstance difficulty = this.getCurrentDifficultyAt(pos);
diff --git a/net/minecraft/world/level/chunk/LevelChunk.java b/net/minecraft/world/level/chunk/LevelChunk.java
index 3cb6c24a21538569d73b95803dde7e4a2fdb67f5..6b41256e8f5112ed8608870342317ca7503c25d0 100644
--- a/net/minecraft/world/level/chunk/LevelChunk.java
+++ b/net/minecraft/world/level/chunk/LevelChunk.java
@@ -144,6 +144,19 @@ public class LevelChunk extends ChunkAccess implements DebugValueSource, ca.spot
}
// Paper end - get block chunk optimisation
+ // Gale start - Airplane - optimize random calls in chunk ticking - instead of using a random every time the chunk is ticked, define when lightning strikes preemptively
+ private int lightningTick;
+ // shouldDoLightning compiles down to 29 bytes, which with the default of 35 byte inlining should guarantee an inline
+ public final boolean shouldDoLightning(net.minecraft.util.RandomSource random) {
+ if (this.lightningTick-- <= 0) {
+ this.lightningTick = random.nextInt(this.level.spigotConfig.thunderChance) << 1;
+ return true;
+ }
+ return false;
+ }
+ // Gale end - Airplane - optimize random calls in chunk ticking - instead of using a random every time the chunk is ticked, define when lightning strikes preemptively
+
+
public LevelChunk(final Level level, final ChunkPos pos) {
this(level, pos, UpgradeData.EMPTY, new LevelChunkTicks<>(), new LevelChunkTicks<>(), 0L, null, null, null);
}
@@ -180,6 +193,8 @@ public class LevelChunk extends ChunkAccess implements DebugValueSource, ca.spot
this.debug = !empty && this.level.isDebug();
this.defaultBlockState = empty ? VOID_AIR_BLOCKSTATE : AIR_BLOCKSTATE;
// Paper end - get block chunk optimisation
+
+ this.lightningTick = io.papermc.paper.threadedregions.util.SimpleThreadLocalRandomSource.INSTANCE.nextInt(100000) << 1; // Gale - Airplane - optimize random calls in chunk ticking - initialize lightning tick
}
public LevelChunk(final ServerLevel level, final ProtoChunk protoChunk, final LevelChunk.@Nullable PostLoadProcessor postLoad) {