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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.
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@ -60,6 +60,7 @@ Version 1.4.07-dev
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! Vampirism can now be enabled without having Skill Death Penalty enabled
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! Admin and Party chat prefixes are now customizable
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! Changed the color of party leader names in Party chat
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! Improved "Tree Feller" algorithm (Thanks Riking!)
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! Improved profile saving
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! Improved partial name matcher
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! Improved update checker
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@ -1,9 +1,12 @@
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package com.gmail.nossr50.skills.woodcutting;
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import java.util.ArrayList;
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import java.util.LinkedHashSet;
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import java.util.List;
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import java.util.Set;
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import org.bukkit.Material;
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import org.bukkit.block.BlockFace;
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import org.bukkit.block.BlockState;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.inventory.ItemStack;
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@ -24,6 +27,8 @@ public final class Woodcutting {
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public static int leafBlowerUnlockLevel = AdvancedConfig.getInstance().getLeafBlowUnlockLevel();
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public static int treeFellerThreshold = Config.getInstance().getTreeFellerThreshold();
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protected static boolean treeFellerReachedThreshold = false;
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protected enum ExperienceGainMethod {
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DEFAULT,
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TREE_FELLER,
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@ -121,58 +126,68 @@ public final class Woodcutting {
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}
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/**
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* Processes Tree Feller for generic Trees
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*
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* @param blockState Block being checked
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* @param treeFellerBlocks List of blocks to be removed
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* The x/y differences to the blocks in a flat cylinder around the center
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* block, which is excluded.
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*/
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protected static void processRegularTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
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List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
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// Handle the blocks around 'block'
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for (int y = 0; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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for (int z = -1; z <= 1; z++) {
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BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
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handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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}
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}
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}
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}
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// Recursive call for each log found
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for (BlockState futureCenterBlock : futureCenterBlocks) {
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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}
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processRegularTrees(futureCenterBlock, treeFellerBlocks);
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}
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}
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private static final int[][] directions = {
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new int[] {-2, -1}, new int[] {-2, 0}, new int[] {-2, 1},
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new int[] {-1, -2}, new int[] {-1, -1}, new int[] {-1, 0}, new int[] {-1, 1}, new int[] {-1, 2},
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new int[] { 0, -2}, new int[] { 0, -1}, new int[] { 0, 1}, new int[] { 0, 2},
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new int[] { 1, -2}, new int[] { 1, -1}, new int[] { 1, 0}, new int[] { 1, 1}, new int[] { 1, 2},
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new int[] { 2, -1}, new int[] { 2, 0}, new int[] { 2, 1},
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};
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/**
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* Processes Tree Feller for Red Mushrooms (Dome Shaped)
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* Processes Tree Feller in a recursive manner
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*
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* @param blockState Block being checked
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* @param treeFellerBlocks List of blocks to be removed
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*/
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protected static void processRedMushroomTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
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/*
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* Algorithm: An int[][] of X/Z directions is created on static class
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* initialization, representing a cylinder with radius of about 2 - the
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* (0,0) center and all (+-2, +-2) corners are omitted.
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*
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* handleBlock() returns a boolean, which is used for the sole purpose of
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* switching between these two behaviors:
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*
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* (Call blockState "this log" for the below explanation.)
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*
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* [A] There is another log above this log (TRUNK)
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* Only the flat cylinder in the directions array is searched.
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* [B] There is not another log above this log (BRANCH AND TOP)
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* The cylinder in the directions array is extended up and down by 1
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* block in the Y-axis, and the block below this log is checked as
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* well. Due to the fact that the directions array will catch all
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* blocks on a red mushroom, the special method for it is eliminated.
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*
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* This algorithm has been shown to achieve a performance of 2-5
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* milliseconds on regular trees and 10-15 milliseconds on jungle trees
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* once the JIT has optimized the function (use the ability about 4 times
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* before taking measurements).
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*/
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protected static void processTree(BlockState blockState, LinkedHashSet<BlockState> treeFellerBlocks) {
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List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
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// Handle the blocks around 'block'
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for (int y = 0; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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for (int z = -1; z <= 1; z++) {
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BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
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BlockState otherNextBlock = blockState.getBlock().getRelative(x, y - (y * 2), z).getState();
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// Check the block up and take different behavior (smaller search) if it's a log
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if (handleBlock(blockState.getBlock().getRelative(BlockFace.UP).getState(), futureCenterBlocks, treeFellerBlocks)) {
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for (int[] dir : directions) {
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handleBlock(blockState.getBlock().getRelative(dir[0], 0, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
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handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
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handleBlock(otherNextBlock, futureCenterBlocks, treeFellerBlocks);
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if (treeFellerReachedThreshold) {
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return;
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}
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}
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}
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else {
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// Cover DOWN
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handleBlock(blockState.getBlock().getRelative(BlockFace.DOWN).getState(), futureCenterBlocks, treeFellerBlocks);
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// Search in a cube
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for (int y = -1; y <= 1; y++) {
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for (int[] dir : directions) {
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handleBlock(blockState.getBlock().getRelative(dir[0], y, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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if (treeFellerReachedThreshold) {
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return;
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}
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}
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@ -181,11 +196,11 @@ public final class Woodcutting {
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// Recursive call for each log found
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for (BlockState futureCenterBlock : futureCenterBlocks) {
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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if (treeFellerReachedThreshold) {
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return;
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}
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processRedMushroomTrees(futureCenterBlock, treeFellerBlocks);
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processTree(futureCenterBlock, treeFellerBlocks);
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}
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}
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@ -196,7 +211,7 @@ public final class Woodcutting {
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* @param inHand tool being used
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* @return True if the tool can sustain the durability loss
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*/
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protected static boolean handleDurabilityLoss(List<BlockState> treeFellerBlocks, ItemStack inHand) {
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protected static boolean handleDurabilityLoss(Set<BlockState> treeFellerBlocks, ItemStack inHand) {
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Material inHandMaterial = inHand.getType();
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if (inHandMaterial == Material.AIR) {
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@ -221,27 +236,36 @@ public final class Woodcutting {
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}
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/**
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* 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()'
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* Handle a block addition to the list of blocks to be removed and to the
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* list of blocks used for future recursive calls of
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* 'processTree()'
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*
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* @param blockState Block to be added
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* @param futureCenterBlocks List of blocks that will be used to call 'processRecursively()'
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* @param futureCenterBlocks List of blocks that will be used to call
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* 'processTree()'
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* @param treeFellerBlocks List of blocks to be removed
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* @return true if and only if the given blockState was a Log not already
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* in treeFellerBlocks.
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*/
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private static void handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, List<BlockState> treeFellerBlocks) {
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if (!BlockUtils.affectedByTreeFeller(blockState) || mcMMO.getPlaceStore().isTrue(blockState) || treeFellerBlocks.contains(blockState)) {
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return;
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private static boolean handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, Set<BlockState> treeFellerBlocks) {
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if (treeFellerBlocks.contains(blockState) || mcMMO.getPlaceStore().isTrue(blockState)) {
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return false;
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}
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treeFellerBlocks.add(blockState);
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if (treeFellerBlocks.size() > treeFellerThreshold) {
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WoodcuttingManager.treeFellerReachedThreshold = true;
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return;
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treeFellerReachedThreshold = true;
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}
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// Without this check Tree Feller propagates through leaves until the threshold is hit
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if (BlockUtils.isLog(blockState)) {
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treeFellerBlocks.add(blockState);
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futureCenterBlocks.add(blockState);
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return true;
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}
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else if (BlockUtils.isLeaves(blockState)) {
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treeFellerBlocks.add(blockState);
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return false;
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}
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return false;
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}
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}
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@ -1,7 +1,7 @@
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package com.gmail.nossr50.skills.woodcutting;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.LinkedHashSet;
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import java.util.Set;
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import org.bukkit.Material;
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import org.bukkit.block.Block;
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@ -27,8 +27,6 @@ import com.gmail.nossr50.util.skills.CombatUtils;
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import com.gmail.nossr50.util.skills.SkillUtils;
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public class WoodcuttingManager extends SkillManager {
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protected static boolean treeFellerReachedThreshold = false;
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public WoodcuttingManager(McMMOPlayer mcMMOPlayer) {
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super(mcMMOPlayer, SkillType.WOODCUTTING);
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}
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@ -74,28 +72,15 @@ public class WoodcuttingManager extends SkillManager {
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*/
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public void processTreeFeller(BlockState blockState) {
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Player player = getPlayer();
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List<BlockState> treeFellerBlocks = new ArrayList<BlockState>();
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LinkedHashSet<BlockState> treeFellerBlocks = new LinkedHashSet<BlockState>();
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switch (blockState.getType()) {
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case LOG:
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case HUGE_MUSHROOM_1:
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Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
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break;
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Woodcutting.treeFellerReachedThreshold = false;
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case HUGE_MUSHROOM_2:
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Woodcutting.processRedMushroomTrees(blockState, treeFellerBlocks);
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break;
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default:
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if (ModUtils.isCustomLogBlock(blockState)) {
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Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
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}
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break;
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}
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Woodcutting.processTree(blockState, treeFellerBlocks);
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// If the player is trying to break too many blocks
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if (treeFellerReachedThreshold) {
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treeFellerReachedThreshold = false;
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if (Woodcutting.treeFellerReachedThreshold) {
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Woodcutting.treeFellerReachedThreshold = false;
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player.sendMessage(LocaleLoader.getString("Woodcutting.Skills.TreeFellerThreshold"));
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return;
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@ -115,7 +100,7 @@ public class WoodcuttingManager extends SkillManager {
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}
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dropBlocks(treeFellerBlocks);
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treeFellerReachedThreshold = false; // Reset the value after we're done with Tree Feller each time.
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Woodcutting.treeFellerReachedThreshold = false; // Reset the value after we're done with Tree Feller each time.
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}
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/**
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*
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* @param treeFellerBlocks List of blocks to be dropped
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*/
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private void dropBlocks(List<BlockState> treeFellerBlocks) {
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private void dropBlocks(Set<BlockState> treeFellerBlocks) {
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Player player = getPlayer();
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int xp = 0;
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}
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}
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/**
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* Determine if a given block should be affected by Tree Feller
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*
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* @param blockState The {@link BlockState} of the block to check
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* @return true if the block should affected by Tree Feller, false otherwise
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*/
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public static boolean affectedByTreeFeller(BlockState blockState) {
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return isLog(blockState) || isLeaves(blockState);
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}
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/**
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* Check if a given block is a log
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*
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