From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar <aikar@aikar.co> Date: Fri, 2 Nov 2018 23:11:51 -0400 Subject: [PATCH] Optimize World Time Updates Splits time updates into incremental updates as well as does the updates per world, so that we can re-use the same packet object for every player unless they have per-player time enabled. diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java index 75769e37d803f35e5bd484c713c1bd9437babf4f..538fb4ad0ae366aae976b869c7a80eb33b17093f 100644 --- a/src/main/java/net/minecraft/server/MinecraftServer.java +++ b/src/main/java/net/minecraft/server/MinecraftServer.java @@ -1407,12 +1407,24 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa MinecraftTimings.timeUpdateTimer.startTiming(); // Spigot // Paper // Send time updates to everyone, it will get the right time from the world the player is in. - if (this.tickCount % 20 == 0) { - for (int i = 0; i < this.getPlayerList().players.size(); ++i) { - ServerPlayer entityplayer = (ServerPlayer) this.getPlayerList().players.get(i); - entityplayer.connection.send(new ClientboundSetTimePacket(entityplayer.level.getGameTime(), entityplayer.getPlayerTime(), entityplayer.level.getGameRules().getBoolean(GameRules.RULE_DAYLIGHT))); // Add support for per player time + // Paper start - optimize time updates + for (final ServerLevel world : this.getAllLevels()) { + final boolean doDaylight = world.getGameRules().getBoolean(GameRules.RULE_DAYLIGHT); + final long dayTime = world.getDayTime(); + long worldTime = world.getGameTime(); + final ClientboundSetTimePacket worldPacket = new ClientboundSetTimePacket(worldTime, dayTime, doDaylight); + for (Player entityhuman : world.players()) { + if (!(entityhuman instanceof ServerPlayer) || (tickCount + entityhuman.getId()) % 20 != 0) { + continue; + } + ServerPlayer entityplayer = (ServerPlayer) entityhuman; + long playerTime = entityplayer.getPlayerTime(); + ClientboundSetTimePacket packet = (playerTime == dayTime) ? worldPacket : + new ClientboundSetTimePacket(worldTime, playerTime, doDaylight); + entityplayer.connection.send(packet); // Add support for per player time } } + // Paper end MinecraftTimings.timeUpdateTimer.stopTiming(); // Spigot // Paper while (iterator.hasNext()) {