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