Get all logs in Tree Feller, and optimize performance

Tree Feller has been shown, both anecdotally and with timings, to put a strain on the server, and therefore is worthy of the effort of optimization.
Prior to this change, on jungle trees, Tree Feller would take around 20-40 milliseconds to process a Jungle Tree after the JIT kicked in, and around 15-25 milliseconds for a normal tree.

Additionally, logs would be left up in the air for jungle trees.

After this change, Tree Feller takes 2-5 milliseconds on normal trees, and 10-15 milliseconds on jungle trees, and no logs are left up in the air.
This commit is contained in:
riking 2013-10-14 12:32:12 -07:00 committed by TfT_02
parent b9c652ef2b
commit b4f4de4628
4 changed files with 87 additions and 87 deletions

View File

@ -60,6 +60,7 @@ Version 1.4.07-dev
! Vampirism can now be enabled without having Skill Death Penalty enabled
! Admin and Party chat prefixes are now customizable
! Changed the color of party leader names in Party chat
! Improved "Tree Feller" algorithm (Thanks Riking!)
! Improved profile saving
! Improved partial name matcher
! Improved update checker

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@ -1,9 +1,12 @@
package com.gmail.nossr50.skills.woodcutting;
import java.util.ArrayList;
import java.util.LinkedHashSet;
import java.util.List;
import java.util.Set;
import org.bukkit.Material;
import org.bukkit.block.BlockFace;
import org.bukkit.block.BlockState;
import org.bukkit.enchantments.Enchantment;
import org.bukkit.inventory.ItemStack;
@ -24,6 +27,8 @@ public final class Woodcutting {
public static int leafBlowerUnlockLevel = AdvancedConfig.getInstance().getLeafBlowUnlockLevel();
public static int treeFellerThreshold = Config.getInstance().getTreeFellerThreshold();
protected static boolean treeFellerReachedThreshold = false;
protected enum ExperienceGainMethod {
DEFAULT,
TREE_FELLER,
@ -121,58 +126,68 @@ public final class Woodcutting {
}
/**
* Processes Tree Feller for generic Trees
*
* @param blockState Block being checked
* @param treeFellerBlocks List of blocks to be removed
* The x/y differences to the blocks in a flat cylinder around the center
* block, which is excluded.
*/
protected static void processRegularTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
// Handle the blocks around 'block'
for (int y = 0; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
for (int z = -1; z <= 1; z++) {
BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
if (WoodcuttingManager.treeFellerReachedThreshold) {
return;
}
}
}
}
// Recursive call for each log found
for (BlockState futureCenterBlock : futureCenterBlocks) {
if (WoodcuttingManager.treeFellerReachedThreshold) {
return;
}
processRegularTrees(futureCenterBlock, treeFellerBlocks);
}
}
private static final int[][] directions = {
new int[] {-2, -1}, new int[] {-2, 0}, new int[] {-2, 1},
new int[] {-1, -2}, new int[] {-1, -1}, new int[] {-1, 0}, new int[] {-1, 1}, new int[] {-1, 2},
new int[] { 0, -2}, new int[] { 0, -1}, new int[] { 0, 1}, new int[] { 0, 2},
new int[] { 1, -2}, new int[] { 1, -1}, new int[] { 1, 0}, new int[] { 1, 1}, new int[] { 1, 2},
new int[] { 2, -1}, new int[] { 2, 0}, new int[] { 2, 1},
};
/**
* Processes Tree Feller for Red Mushrooms (Dome Shaped)
* Processes Tree Feller in a recursive manner
*
* @param blockState Block being checked
* @param treeFellerBlocks List of blocks to be removed
*/
protected static void processRedMushroomTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
/*
* Algorithm: An int[][] of X/Z directions is created on static class
* initialization, representing a cylinder with radius of about 2 - the
* (0,0) center and all (+-2, +-2) corners are omitted.
*
* handleBlock() returns a boolean, which is used for the sole purpose of
* switching between these two behaviors:
*
* (Call blockState "this log" for the below explanation.)
*
* [A] There is another log above this log (TRUNK)
* Only the flat cylinder in the directions array is searched.
* [B] There is not another log above this log (BRANCH AND TOP)
* The cylinder in the directions array is extended up and down by 1
* block in the Y-axis, and the block below this log is checked as
* well. Due to the fact that the directions array will catch all
* blocks on a red mushroom, the special method for it is eliminated.
*
* This algorithm has been shown to achieve a performance of 2-5
* milliseconds on regular trees and 10-15 milliseconds on jungle trees
* once the JIT has optimized the function (use the ability about 4 times
* before taking measurements).
*/
protected static void processTree(BlockState blockState, LinkedHashSet<BlockState> treeFellerBlocks) {
List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
// Handle the blocks around 'block'
for (int y = 0; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
for (int z = -1; z <= 1; z++) {
BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
BlockState otherNextBlock = blockState.getBlock().getRelative(x, y - (y * 2), z).getState();
// Check the block up and take different behavior (smaller search) if it's a log
if (handleBlock(blockState.getBlock().getRelative(BlockFace.UP).getState(), futureCenterBlocks, treeFellerBlocks)) {
for (int[] dir : directions) {
handleBlock(blockState.getBlock().getRelative(dir[0], 0, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
handleBlock(otherNextBlock, futureCenterBlocks, treeFellerBlocks);
if (treeFellerReachedThreshold) {
return;
}
}
}
else {
// Cover DOWN
handleBlock(blockState.getBlock().getRelative(BlockFace.DOWN).getState(), futureCenterBlocks, treeFellerBlocks);
// Search in a cube
for (int y = -1; y <= 1; y++) {
for (int[] dir : directions) {
handleBlock(blockState.getBlock().getRelative(dir[0], y, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
if (WoodcuttingManager.treeFellerReachedThreshold) {
if (treeFellerReachedThreshold) {
return;
}
}
@ -181,11 +196,11 @@ public final class Woodcutting {
// Recursive call for each log found
for (BlockState futureCenterBlock : futureCenterBlocks) {
if (WoodcuttingManager.treeFellerReachedThreshold) {
if (treeFellerReachedThreshold) {
return;
}
processRedMushroomTrees(futureCenterBlock, treeFellerBlocks);
processTree(futureCenterBlock, treeFellerBlocks);
}
}
@ -196,7 +211,7 @@ public final class Woodcutting {
* @param inHand tool being used
* @return True if the tool can sustain the durability loss
*/
protected static boolean handleDurabilityLoss(List<BlockState> treeFellerBlocks, ItemStack inHand) {
protected static boolean handleDurabilityLoss(Set<BlockState> treeFellerBlocks, ItemStack inHand) {
Material inHandMaterial = inHand.getType();
if (inHandMaterial == Material.AIR) {
@ -221,27 +236,36 @@ public final class Woodcutting {
}
/**
* Handle a block addition to the list of blocks to be removed and to the list of blocks used for future recursive calls of 'processRecursively()'
* Handle a block addition to the list of blocks to be removed and to the
* list of blocks used for future recursive calls of
* 'processTree()'
*
* @param blockState Block to be added
* @param futureCenterBlocks List of blocks that will be used to call 'processRecursively()'
* @param futureCenterBlocks List of blocks that will be used to call
* 'processTree()'
* @param treeFellerBlocks List of blocks to be removed
* @return true if and only if the given blockState was a Log not already
* in treeFellerBlocks.
*/
private static void handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, List<BlockState> treeFellerBlocks) {
if (!BlockUtils.affectedByTreeFeller(blockState) || mcMMO.getPlaceStore().isTrue(blockState) || treeFellerBlocks.contains(blockState)) {
return;
private static boolean handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, Set<BlockState> treeFellerBlocks) {
if (treeFellerBlocks.contains(blockState) || mcMMO.getPlaceStore().isTrue(blockState)) {
return false;
}
treeFellerBlocks.add(blockState);
if (treeFellerBlocks.size() > treeFellerThreshold) {
WoodcuttingManager.treeFellerReachedThreshold = true;
return;
treeFellerReachedThreshold = true;
}
// Without this check Tree Feller propagates through leaves until the threshold is hit
if (BlockUtils.isLog(blockState)) {
treeFellerBlocks.add(blockState);
futureCenterBlocks.add(blockState);
return true;
}
else if (BlockUtils.isLeaves(blockState)) {
treeFellerBlocks.add(blockState);
return false;
}
return false;
}
}

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@ -1,7 +1,7 @@
package com.gmail.nossr50.skills.woodcutting;
import java.util.ArrayList;
import java.util.List;
import java.util.LinkedHashSet;
import java.util.Set;
import org.bukkit.Material;
import org.bukkit.block.Block;
@ -27,8 +27,6 @@ import com.gmail.nossr50.util.skills.CombatUtils;
import com.gmail.nossr50.util.skills.SkillUtils;
public class WoodcuttingManager extends SkillManager {
protected static boolean treeFellerReachedThreshold = false;
public WoodcuttingManager(McMMOPlayer mcMMOPlayer) {
super(mcMMOPlayer, SkillType.WOODCUTTING);
}
@ -74,28 +72,15 @@ public class WoodcuttingManager extends SkillManager {
*/
public void processTreeFeller(BlockState blockState) {
Player player = getPlayer();
List<BlockState> treeFellerBlocks = new ArrayList<BlockState>();
LinkedHashSet<BlockState> treeFellerBlocks = new LinkedHashSet<BlockState>();
switch (blockState.getType()) {
case LOG:
case HUGE_MUSHROOM_1:
Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
break;
Woodcutting.treeFellerReachedThreshold = false;
case HUGE_MUSHROOM_2:
Woodcutting.processRedMushroomTrees(blockState, treeFellerBlocks);
break;
default:
if (ModUtils.isCustomLogBlock(blockState)) {
Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
}
break;
}
Woodcutting.processTree(blockState, treeFellerBlocks);
// If the player is trying to break too many blocks
if (treeFellerReachedThreshold) {
treeFellerReachedThreshold = false;
if (Woodcutting.treeFellerReachedThreshold) {
Woodcutting.treeFellerReachedThreshold = false;
player.sendMessage(LocaleLoader.getString("Woodcutting.Skills.TreeFellerThreshold"));
return;
@ -115,7 +100,7 @@ public class WoodcuttingManager extends SkillManager {
}
dropBlocks(treeFellerBlocks);
treeFellerReachedThreshold = false; // Reset the value after we're done with Tree Feller each time.
Woodcutting.treeFellerReachedThreshold = false; // Reset the value after we're done with Tree Feller each time.
}
/**
@ -123,7 +108,7 @@ public class WoodcuttingManager extends SkillManager {
*
* @param treeFellerBlocks List of blocks to be dropped
*/
private void dropBlocks(List<BlockState> treeFellerBlocks) {
private void dropBlocks(Set<BlockState> treeFellerBlocks) {
Player player = getPlayer();
int xp = 0;

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@ -199,16 +199,6 @@ public final class BlockUtils {
}
}
/**
* Determine if a given block should be affected by Tree Feller
*
* @param blockState The {@link BlockState} of the block to check
* @return true if the block should affected by Tree Feller, false otherwise
*/
public static boolean affectedByTreeFeller(BlockState blockState) {
return isLog(blockState) || isLeaves(blockState);
}
/**
* Check if a given block is a log
*