Optimise collision box checks by caching some basic info (#6606)

This PR significantly improves performance of entity movement calculation.

Previous attempts to optimise this were ineffective, as they used a cache to mitigate the cost of recomputing AABBs. Entities tend to move around randomly, so the non-cached pathway really needed to be optimized.

This change improves performance on multiple fronts:
1) avoiding Block allocations for blocks with 1x1x1 AABBs and with no AABBs (the most common)
2) avoiding Block allocations and overlapping intersection checks unless a stateID is specifically known to potentially exceed its cell boundaries (like fences)
3) avoiding overlapping AABB checks when overlaps can't make any difference anyway (cubes)

Together, these changes improve the performance of World->getBlockCollisionBoxes() by a factor of 5. In real-world terms, this shows up as a major performance improvement in situations with lots of entities moving in random directions. Testing with item entities showed an increase from 400 to 1200 moving items with the same CPU usage.

This change is built on the assumption that `Block->recalculateCollisionBoxes()` and its overrides don't interact with any world. This is technically possible due to the crappy design of the `Block` architecture, but should be avoided. As a world is not available during `RuntimeBlockStateRegistry` initialization, attempting to interact with a world during `recalculateCollisionBoxes()` will now cause a crash.

This turned out to be a problem for `ChorusPlant`, which was fixed by 70fb9bbdfd. The correct solution in this case was to use dynamic states similar to how we currently deal with fence connections.
This commit is contained in:
Dylan T.
2025-02-06 15:42:10 +00:00
committed by GitHub
parent ca4debbf08
commit 9b3b45258a
2 changed files with 155 additions and 22 deletions

View File

@ -375,6 +375,8 @@ class World implements ChunkManager{
private \Logger $logger;
private RuntimeBlockStateRegistry $blockStateRegistry;
/**
* @phpstan-return ChunkPosHash
*/
@ -488,6 +490,7 @@ class World implements ChunkManager{
$this->displayName = $this->provider->getWorldData()->getName();
$this->logger = new \PrefixedLogger($server->getLogger(), "World: $this->displayName");
$this->blockStateRegistry = RuntimeBlockStateRegistry::getInstance();
$this->minY = $this->provider->getWorldMinY();
$this->maxY = $this->provider->getWorldMaxY();
@ -559,7 +562,7 @@ class World implements ChunkManager{
}catch(BlockStateDeserializeException){
continue;
}
$block = RuntimeBlockStateRegistry::getInstance()->fromStateId(GlobalBlockStateHandlers::getDeserializer()->deserialize($blockStateData));
$block = $this->blockStateRegistry->fromStateId(GlobalBlockStateHandlers::getDeserializer()->deserialize($blockStateData));
}else{
//TODO: we probably ought to log an error here
continue;
@ -570,7 +573,7 @@ class World implements ChunkManager{
}
}
foreach(RuntimeBlockStateRegistry::getInstance()->getAllKnownStates() as $state){
foreach($this->blockStateRegistry->getAllKnownStates() as $state){
$dontTickName = $dontTickBlocks[$state->getTypeId()] ?? null;
if($dontTickName === null && $state->ticksRandomly()){
$this->randomTickBlocks[$state->getStateId()] = true;
@ -1394,7 +1397,7 @@ class World implements ChunkManager{
$entity->onRandomUpdate();
}
$blockFactory = RuntimeBlockStateRegistry::getInstance();
$blockFactory = $this->blockStateRegistry;
foreach($chunk->getSubChunks() as $Y => $subChunk){
if(!$subChunk->isEmptyFast()){
$k = 0;
@ -1528,13 +1531,18 @@ class World implements ChunkManager{
$collides = [];
$collisionInfo = $this->blockStateRegistry->collisionInfo;
if($targetFirst){
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlockAt($x, $y, $z);
if($block->collidesWithBB($bb)){
return [$block];
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
if(match($stateCollisionInfo){
RuntimeBlockStateRegistry::COLLISION_CUBE => true,
RuntimeBlockStateRegistry::COLLISION_NONE => false,
default => $this->getBlockAt($x, $y, $z)->collidesWithBB($bb)
}){
return [$this->getBlockAt($x, $y, $z)];
}
}
}
@ -1543,9 +1551,13 @@ class World implements ChunkManager{
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlockAt($x, $y, $z);
if($block->collidesWithBB($bb)){
$collides[] = $block;
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
if(match($stateCollisionInfo){
RuntimeBlockStateRegistry::COLLISION_CUBE => true,
RuntimeBlockStateRegistry::COLLISION_NONE => false,
default => $this->getBlockAt($x, $y, $z)->collidesWithBB($bb)
}){
$collides[] = $this->getBlockAt($x, $y, $z);
}
}
}
@ -1555,24 +1567,64 @@ class World implements ChunkManager{
return $collides;
}
/**
* @param int[] $collisionInfo
* @phpstan-param array<int, int> $collisionInfo
*/
private function getBlockCollisionInfo(int $x, int $y, int $z, array $collisionInfo) : int{
if(!$this->isInWorld($x, $y, $z)){
return RuntimeBlockStateRegistry::COLLISION_NONE;
}
$chunk = $this->getChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE);
if($chunk === null){
return RuntimeBlockStateRegistry::COLLISION_NONE;
}
$stateId = $chunk
->getSubChunk($y >> SubChunk::COORD_BIT_SIZE)
->getBlockStateId(
$x & SubChunk::COORD_MASK,
$y & SubChunk::COORD_MASK,
$z & SubChunk::COORD_MASK
);
return $collisionInfo[$stateId];
}
/**
* Returns a list of all block AABBs which overlap the full block area at the given coordinates.
* This checks a padding of 1 block around the coordinates to account for oversized AABBs of blocks like fences.
* Larger AABBs (>= 2 blocks on any axis) are not accounted for.
*
* @param int[] $collisionInfo
* @phpstan-param array<int, int> $collisionInfo
*
* @return AxisAlignedBB[]
* @phpstan-return list<AxisAlignedBB>
*/
private function getBlockCollisionBoxesForCell(int $x, int $y, int $z) : array{
$block = $this->getBlockAt($x, $y, $z);
$boxes = $block->getCollisionBoxes();
private function getBlockCollisionBoxesForCell(int $x, int $y, int $z, array $collisionInfo) : array{
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
$boxes = match($stateCollisionInfo){
RuntimeBlockStateRegistry::COLLISION_NONE => [],
RuntimeBlockStateRegistry::COLLISION_CUBE => [AxisAlignedBB::one()->offset($x, $y, $z)],
default => $this->getBlockAt($x, $y, $z)->getCollisionBoxes()
};
$cellBB = AxisAlignedBB::one()->offset($x, $y, $z);
foreach(Facing::OFFSET as [$dx, $dy, $dz]){
$extraBoxes = $this->getBlockAt($x + $dx, $y + $dy, $z + $dz)->getCollisionBoxes();
foreach($extraBoxes as $extraBox){
if($extraBox->intersectsWith($cellBB)){
$boxes[] = $extraBox;
//overlapping AABBs can't make any difference if this is a cube, so we can save some CPU cycles in this common case
if($stateCollisionInfo !== RuntimeBlockStateRegistry::COLLISION_CUBE){
$cellBB = null;
foreach(Facing::OFFSET as [$dx, $dy, $dz]){
$offsetX = $x + $dx;
$offsetY = $y + $dy;
$offsetZ = $z + $dz;
$stateCollisionInfo = $this->getBlockCollisionInfo($offsetX, $offsetY, $offsetZ, $collisionInfo);
if($stateCollisionInfo === RuntimeBlockStateRegistry::COLLISION_MAY_OVERFLOW){
//avoid allocating this unless it's needed
$cellBB ??= AxisAlignedBB::one()->offset($x, $y, $z);
$extraBoxes = $this->getBlockAt($offsetX, $offsetY, $offsetZ)->getCollisionBoxes();
foreach($extraBoxes as $extraBox){
if($extraBox->intersectsWith($cellBB)){
$boxes[] = $extraBox;
}
}
}
}
}
@ -1594,13 +1646,15 @@ class World implements ChunkManager{
$collides = [];
$collisionInfo = $this->blockStateRegistry->collisionInfo;
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
$chunkPosHash = World::chunkHash($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE);
for($y = $minY; $y <= $maxY; ++$y){
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
$boxes = $this->blockCollisionBoxCache[$chunkPosHash][$relativeBlockHash] ??= $this->getBlockCollisionBoxesForCell($x, $y, $z);
$boxes = $this->blockCollisionBoxCache[$chunkPosHash][$relativeBlockHash] ??= $this->getBlockCollisionBoxesForCell($x, $y, $z, $collisionInfo);
foreach($boxes as $blockBB){
if($blockBB->intersectsWith($bb)){
@ -1795,7 +1849,7 @@ class World implements ChunkManager{
return;
}
$blockFactory = RuntimeBlockStateRegistry::getInstance();
$blockFactory = $this->blockStateRegistry;
$this->timings->doBlockSkyLightUpdates->startTiming();
if($this->skyLightUpdate === null){
$this->skyLightUpdate = new SkyLightUpdate(new SubChunkExplorer($this), $blockFactory->lightFilter, $blockFactory->blocksDirectSkyLight);
@ -1914,7 +1968,7 @@ class World implements ChunkManager{
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$block = RuntimeBlockStateRegistry::getInstance()->fromStateId($chunk->getBlockStateId($x & Chunk::COORD_MASK, $y, $z & Chunk::COORD_MASK));
$block = $this->blockStateRegistry->fromStateId($chunk->getBlockStateId($x & Chunk::COORD_MASK, $y, $z & Chunk::COORD_MASK));
}else{
$addToCache = false;
$block = VanillaBlocks::AIR();
@ -2573,7 +2627,7 @@ class World implements ChunkManager{
$localY = $tilePosition->getFloorY();
$localZ = $tilePosition->getFloorZ() & Chunk::COORD_MASK;
$newBlock = RuntimeBlockStateRegistry::getInstance()->fromStateId($chunk->getBlockStateId($localX, $localY, $localZ));
$newBlock = $this->blockStateRegistry->fromStateId($chunk->getBlockStateId($localX, $localY, $localZ));
$expectedTileClass = $newBlock->getIdInfo()->getTileClass();
if(
$expectedTileClass === null || //new block doesn't expect a tile