This contains all of the static stuff that was previously embedded in the Entity static root. This solves a bunch of problems like circular dependencies between parent and child classes, encapsulating logic and reducing the size of the enormous Entity.php.
This is a similar refactor to the one I recently did for tiles.
- Entity::createEntity() is removed. In its place are Entity::create() (runtime creation, use where you'd use a constructor, accepts a ::class parameter, throws exceptions on unknown entities) and Entity::createFromData() (internal, used to restore entities from chunks, swallows unknown entities and returns null).
- Entity::registerEntity() is renamed to Entity::register().
- Added Entity::override() to allow overriding factory classes without touching save IDs. This allows more cleanly extending & overriding entities. This method only allows overriding registered Entity classes with children of that class, which makes code using the factory much more sane and allows to provide safety guarantees which make the code less nasty.
- Entity::getKnownEntityTypes() is renamed to Entity::getKnownTypes().
- ProjectileItem::getProjectileEntityType() now returns a ::class constant instead of a stringy ID.
- Cleaned up a bunch of nasty code, particularly in Bow.
This is better for performance because these then don't need to be reevaluated every time they are called.
When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.
However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
garbage collection does need to be implemented, but I was looking at this code and found so many fucking bugs I decided it wasn't worth the effort of fixing.
I don't know why this would be missing, but in some cases it is, as seen in the crash archive. Whatever the case, we shouldn't be shitting the bed because of this.
This was the cause of many inconsistency and broken world bugs. In the future (once we switch to paletted chunks) this won't be possible anyway. For now, some temporary API is provided to allow modifying chunkdata directly, but it is required that **both** must be provided.
This takes advantage of two key behaviours of PHP:
1. Assigning a string does not copy the string
2. Changing an offset in a string causes the string to be copied.
These two factors combined, along with the fact that blocklight and skylight arrays are usually all-zeros, allow us to produce a significant memory usage reduction of loaded chunks.
A freshly generated PM world with 3,332 chunks loaded drops from 310MB to 200MB memory usage with these changes applied.
this process of fast-serialization, fast-deserialize, network-serialize is an order of magnitude slower than just doing the network encode directly on the main thread, and also copies more useless data.
For the main thread, the figures were something like 3x more expensive, and then an extra 7x for deserialization on the worker thread. This is a ridiculously large overhead.