Merge 'minor-next' into 'major-next'

Automatic merge performed by: https://github.com/pmmp/RestrictedActions/actions/runs/13191240897
This commit is contained in:
pmmp-admin-bot[bot]
2025-02-07 01:23:45 +00:00
2 changed files with 155 additions and 22 deletions

View File

@ -28,6 +28,7 @@ use pocketmine\block\BlockIdentifier as BID;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\SingletonTrait;
use pocketmine\world\light\LightUpdate;
use function count;
use function min;
/**
@ -40,6 +41,11 @@ use function min;
class RuntimeBlockStateRegistry{
use SingletonTrait;
public const COLLISION_CUSTOM = 0;
public const COLLISION_CUBE = 1;
public const COLLISION_NONE = 2;
public const COLLISION_MAY_OVERFLOW = 3;
/**
* @var Block[]
* @phpstan-var array<int, Block>
@ -74,6 +80,13 @@ class RuntimeBlockStateRegistry{
*/
public array $blastResistance = [];
/**
* Map of state ID -> useful AABB info to avoid unnecessary block allocations
* @var int[]
* @phpstan-var array<int, int>
*/
public array $collisionInfo = [];
public function __construct(){
foreach(VanillaBlocks::getAll() as $block){
$this->register($block);
@ -100,6 +113,70 @@ class RuntimeBlockStateRegistry{
}
}
/**
* Checks if the given class method overrides a method in Block.
* Used to determine if a block might need to disable fast path optimizations.
*
* @phpstan-param anyClosure $closure
*/
private static function overridesBlockMethod(\Closure $closure) : bool{
$declarer = (new \ReflectionFunction($closure))->getClosureScopeClass();
return $declarer !== null && $declarer->getName() !== Block::class;
}
/**
* A big ugly hack to set up fast paths for handling collisions on blocks with common shapes.
* The information returned here is stored in RuntimeBlockStateRegistry->collisionInfo, and is used during entity
* collision box calculations to avoid complex logic and unnecessary block object allocations.
* This hack allows significant performance improvements.
*
* TODO: We'll want to redesign block collision box handling and block shapes in the future, but that's a job for a
* major version. For now, this hack nets major performance wins.
*/
private static function calculateCollisionInfo(Block $block) : int{
if(
self::overridesBlockMethod($block->getModelPositionOffset(...)) ||
self::overridesBlockMethod($block->readStateFromWorld(...))
){
//getModelPositionOffset() might cause AABBs to shift outside the cell
//readStateFromWorld() might cause overflow in ways we can't predict just by looking at known states
//TODO: excluding overriders of readStateFromWorld() also excludes blocks with tiles that don't do anything
//weird with their AABBs, but for now this is the best we can do.
return self::COLLISION_MAY_OVERFLOW;
}
//TODO: this could blow up if any recalculateCollisionBoxes() uses the world
//it shouldn't, but that doesn't mean that custom blocks won't...
$boxes = $block->getCollisionBoxes();
if(count($boxes) === 0){
return self::COLLISION_NONE;
}
if(
count($boxes) === 1 &&
$boxes[0]->minX === 0.0 &&
$boxes[0]->minY === 0.0 &&
$boxes[0]->minZ === 0.0 &&
$boxes[0]->maxX === 1.0 &&
$boxes[0]->maxY === 1.0 &&
$boxes[0]->maxZ === 1.0
){
return self::COLLISION_CUBE;
}
foreach($boxes as $box){
if(
$box->minX < 0 || $box->maxX > 1 ||
$box->minY < 0 || $box->maxY > 1 ||
$box->minZ < 0 || $box->maxZ > 1
){
return self::COLLISION_MAY_OVERFLOW;
}
}
return self::COLLISION_CUSTOM;
}
private function fillStaticArrays(int $index, Block $block) : void{
$fullId = $block->getStateId();
if($index !== $fullId){
@ -112,6 +189,8 @@ class RuntimeBlockStateRegistry{
if($block->blocksDirectSkyLight()){
$this->blocksDirectSkyLight[$index] = true;
}
$this->collisionInfo[$index] = self::calculateCollisionInfo($block);
}
}