mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-07 06:21:18 +00:00
optimizations (#10)
* optimize item data communication, options for future item flags * lighten load on gc from inventory apis * dont allocate for SyncPlayerFromNative * fix blocklag
This commit is contained in:
parent
f364a5bb07
commit
08a88fed6e
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@ -1795,7 +1795,7 @@ void MinecraftServer::run(int64_t seed, void *lpParameter)
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chunkPacketManagement_PostTick();
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}
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lastTime = getCurrentTimeMillis();
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//lastTime = getCurrentTimeMillis();
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// int64_t afterall = System::currentTimeMillis();
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// PIXReportCounter(L"Server time all",(float)(afterall-beforeall));
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// PIXReportCounter(L"Server ticks",(float)tickcount);
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@ -53,44 +53,45 @@ public static partial class FourKitHost
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return new Guid(System.Security.Cryptography.MD5.HashData(System.Text.Encoding.UTF8.GetBytes(s)));
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}
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static double[] s_playerSnapshotBuffer = new double[27];
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static GCHandle? s_playerSnapshotBuffer_Handle = null;
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// double[27] = { x, y, z, health, maxHealth, fallDistance, gameMode, walkSpeed, yaw, pitch, dimension, isSleeping, sleepTimer, sneaking, sprinting, onGround, velocityX, velocityY, velocityZ, allowFlight, sleepingIgnored, experienceLevel, experienceProgress, totalExperience, foodLevel, saturation, exhaustion }
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internal static void SyncPlayerFromNative(Player player)
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{
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if (NativeBridge.GetPlayerSnapshot == null)
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return;
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double[] buf = new double[27];
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var gh = GCHandle.Alloc(buf, GCHandleType.Pinned);
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try
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if (s_playerSnapshotBuffer_Handle == null)
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{
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NativeBridge.GetPlayerSnapshot(player.getEntityId(), gh.AddrOfPinnedObject());
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s_playerSnapshotBuffer_Handle = GCHandle.Alloc(s_playerSnapshotBuffer, GCHandleType.Pinned);
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}
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finally
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{
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gh.Free();
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}
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int dimId = (int)buf[10];
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NativeBridge.GetPlayerSnapshot(player.getEntityId(), s_playerSnapshotBuffer_Handle.GetValueOrDefault().AddrOfPinnedObject());
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int dimId = (int)s_playerSnapshotBuffer[10];
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player.SetDimensionInternal(dimId);
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var world = FourKit.getWorld(dimId);
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player.SetLocation(new Location(world, buf[0], buf[1], buf[2], (float)buf[8], (float)buf[9]));
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player.SetHealthInternal(buf[3]);
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player.SetMaxHealthInternal(buf[4]);
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player.SetFallDistanceInternal((float)buf[5]);
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player.SetGameModeInternal((GameMode)(int)buf[6]);
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player.SetWalkSpeedInternal((float)buf[7]);
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player.SetSleepingInternal(buf[11] != 0.0);
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player.SetSleepTicksInternal((int)buf[12]);
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player.SetSneakingInternal(buf[13] != 0.0);
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player.SetSprintingInternal(buf[14] != 0.0);
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player.SetOnGroundInternal(buf[15] != 0.0);
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player.SetVelocityInternal(buf[16], buf[17], buf[18]);
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player.SetAllowFlightInternal(buf[19] != 0.0);
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player.SetSleepingIgnoredInternal(buf[20] != 0.0);
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player.SetLevelInternal((int)buf[21]);
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player.SetExpInternal((float)buf[22]);
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player.SetTotalExperienceInternal((int)buf[23]);
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player.SetFoodLevelInternal((int)buf[24]);
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player.SetSaturationInternal((float)buf[25]);
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player.SetExhaustionInternal((float)buf[26]);
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player.SetLocation(new Location(world, s_playerSnapshotBuffer[0], s_playerSnapshotBuffer[1], s_playerSnapshotBuffer[2], (float)s_playerSnapshotBuffer[8], (float)s_playerSnapshotBuffer[9]));
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player.SetHealthInternal(s_playerSnapshotBuffer[3]);
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player.SetMaxHealthInternal(s_playerSnapshotBuffer[4]);
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player.SetFallDistanceInternal((float)s_playerSnapshotBuffer[5]);
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player.SetGameModeInternal((GameMode)(int)s_playerSnapshotBuffer[6]);
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player.SetWalkSpeedInternal((float)s_playerSnapshotBuffer[7]);
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player.SetSleepingInternal(s_playerSnapshotBuffer[11] != 0.0);
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player.SetSleepTicksInternal((int)s_playerSnapshotBuffer[12]);
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player.SetSneakingInternal(s_playerSnapshotBuffer[13] != 0.0);
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player.SetSprintingInternal(s_playerSnapshotBuffer[14] != 0.0);
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player.SetOnGroundInternal(s_playerSnapshotBuffer[15] != 0.0);
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player.SetVelocityInternal(s_playerSnapshotBuffer[16], s_playerSnapshotBuffer[17], s_playerSnapshotBuffer[18]);
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player.SetAllowFlightInternal(s_playerSnapshotBuffer[19] != 0.0);
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player.SetSleepingIgnoredInternal(s_playerSnapshotBuffer[20] != 0.0);
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player.SetLevelInternal((int)s_playerSnapshotBuffer[21]);
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player.SetExpInternal((float)s_playerSnapshotBuffer[22]);
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player.SetTotalExperienceInternal((int)s_playerSnapshotBuffer[23]);
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player.SetFoodLevelInternal((int)s_playerSnapshotBuffer[24]);
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player.SetSaturationInternal((float)s_playerSnapshotBuffer[25]);
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player.SetExhaustionInternal((float)s_playerSnapshotBuffer[26]);
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}
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internal static void BroadcastNativeMessage(string message)
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@ -48,14 +48,29 @@ public class Inventory : IEnumerable<ItemStack>
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for (int i = 0; i < _items.Length; i++)
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{
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int id = buf[i * 3];
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int count = buf[i * 3 + 1];
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int aux = buf[i * 3 + 2];
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int id = buf[i * 3 + 0];
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int aux = buf[i * 3 + 1];
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int packed = buf[i * 3 + 2];
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ushort count = (ushort)((packed >> 8) & 0xFFFF);
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//byte flags = (byte)((packed >> 24) & 0xFF);
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//bool hasMetadata = (flags & 0x1) != 0; //unused here
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_items[i]?.UnbindFromInventory();
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if (id > 0 && count > 0)
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{
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_items[i] = new ItemStack(id, count, (short)aux);
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_items[i]!.BindToInventory(this, i);
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if (_items[i] == null)
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{
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_items[i] = new ItemStack(id, count, (short)aux);
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}
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else
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{
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_items[i]!.setTypeId(id);
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_items[i]!.setAmount(count);
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_items[i]!.setDurability((short)aux);
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}
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_items[i]!.BindToInventory(this, i); //should we unbind and rebind or just keep the bind?
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}
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else
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{
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@ -19,9 +19,14 @@ public class PlayerInventory : Inventory
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private int _heldItemSlot;
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internal HumanEntity? _holder;
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private int[] syncBuffer;
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private GCHandle syncBufferHandle;
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internal PlayerInventory()
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: base("Player", InventoryType.PLAYER, INVENTORY_SIZE)
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{
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this.syncBuffer = new int[121];
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this.syncBufferHandle = GCHandle.Alloc(this.syncBuffer, GCHandleType.Pinned);
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}
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protected internal override void EnsureSynced()
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@ -30,38 +35,57 @@ public class PlayerInventory : Inventory
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return;
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int entityId = _holder.getEntityId();
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int[] buf = new int[121];
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var gh = GCHandle.Alloc(buf, GCHandleType.Pinned);
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try
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{
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NativeBridge.GetPlayerInventory(entityId, gh.AddrOfPinnedObject());
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}
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finally
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{
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gh.Free();
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}
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NativeBridge.GetPlayerInventory(entityId, this.syncBufferHandle.AddrOfPinnedObject());
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byte[]? metadataBuffer = null;
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GCHandle? metadataBufferHandle = null;
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for (int i = 0; i < INVENTORY_SIZE; i++)
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{
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int id = buf[i * 3];
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int count = buf[i * 3 + 1];
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int aux = buf[i * 3 + 2];
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int id = this.syncBuffer[i * 3 + 0];
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int aux = this.syncBuffer[i * 3 + 1];
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int packed = this.syncBuffer[i * 3 + 2];
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ushort count = (ushort)((packed >> 8) & 0xFFFF);
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byte flags = (byte)((packed >> 24) & 0xFF);
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bool hasMetadata = (flags & 0x1) != 0;
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_items[i]?.UnbindFromInventory();
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if (id > 0 && count > 0)
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{
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var stack = new ItemStack(id, count, (short)aux);
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var meta = ReadMetaFromNative(entityId, i);
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if (meta != null)
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stack.setItemMetaInternal(meta);
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_items[i] = stack;
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stack.BindToInventory(this, i);
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if (_items[i] == null)
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{
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_items[i] = new ItemStack(id, count, (short)aux);
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}
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else
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{
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_items[i]!.setTypeId(id);
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_items[i]!.setAmount(count);
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_items[i]!.setDurability((short)aux);
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}
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if (hasMetadata)
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{
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var meta = ReadMetaFromNative(entityId, i, metadataBuffer, metadataBufferHandle);
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if (meta != null)
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{
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_items[i]!.setItemMetaInternal(meta);
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}
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}
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_items[i]!.BindToInventory(this, i);
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}
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else
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{
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_items[i] = null;
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}
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}
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_heldItemSlot = buf[120];
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_heldItemSlot = this.syncBuffer[120];
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if (metadataBufferHandle.HasValue)
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metadataBufferHandle.Value.Free();
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}
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/// <inheritdoc/>
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@ -167,7 +191,7 @@ public class PlayerInventory : Inventory
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/// <param name="stack">The ItemStack to set.</param>
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public void setItemInHand(ItemStack? stack)
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{
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EnsureSynced();
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EnsureSynced(); //we need to sync the current held slot, hate doing this here during a set call
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setItem(_heldItemSlot, stack);
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}
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@ -224,41 +248,37 @@ public class PlayerInventory : Inventory
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/// <returns>The HumanEntity that owns this inventory.</returns>
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public HumanEntity? getHolder() => _holder;
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private static ItemMeta? ReadMetaFromNative(int entityId, int slot)
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private static ItemMeta? ReadMetaFromNative(int entityId, int slot, byte[]? buffer, GCHandle? bufferHandle)
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{
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if (NativeBridge.GetItemMeta == null)
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return null;
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byte[] buf = new byte[4096];
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int bytesWritten;
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var gh = GCHandle.Alloc(buf, GCHandleType.Pinned);
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try
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if (buffer == null)
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{
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bytesWritten = NativeBridge.GetItemMeta(entityId, slot, gh.AddrOfPinnedObject(), buf.Length);
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}
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finally
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{
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gh.Free();
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buffer = new byte[4096];
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bufferHandle = GCHandle.Alloc(buffer, GCHandleType.Pinned);
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}
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int bytesWritten = NativeBridge.GetItemMeta(entityId, slot, bufferHandle.GetValueOrDefault().AddrOfPinnedObject(), buffer!.Length);
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if (bytesWritten <= 0)
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return null;
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int offset = 0;
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int nameLen = BitConverter.ToInt32(buf, offset);
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int nameLen = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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string? displayName = null;
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if (nameLen > 0)
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{
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displayName = Encoding.UTF8.GetString(buf, offset, nameLen);
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displayName = Encoding.UTF8.GetString(buffer, offset, nameLen);
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offset += nameLen;
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}
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int loreCount = 0;
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if (offset + 4 <= bytesWritten)
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{
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loreCount = BitConverter.ToInt32(buf, offset);
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loreCount = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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}
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@ -269,11 +289,11 @@ public class PlayerInventory : Inventory
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for (int i = 0; i < loreCount; i++)
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{
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if (offset + 4 > bytesWritten) break;
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int lineLen = BitConverter.ToInt32(buf, offset);
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int lineLen = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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if (lineLen > 0 && offset + lineLen <= bytesWritten)
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{
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lore.Add(Encoding.UTF8.GetString(buf, offset, lineLen));
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lore.Add(Encoding.UTF8.GetString(buffer, offset, lineLen));
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offset += lineLen;
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}
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else
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@ -286,7 +306,7 @@ public class PlayerInventory : Inventory
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int enchantCount = 0;
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if (offset + 4 <= bytesWritten)
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{
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enchantCount = BitConverter.ToInt32(buf, offset);
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enchantCount = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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}
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@ -299,10 +319,10 @@ public class PlayerInventory : Inventory
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if (offset + (4 + 4) > bytesWritten)
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break;
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int type = BitConverter.ToInt32(buf, offset);
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int type = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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int level = BitConverter.ToInt32(buf, offset);
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int level = BitConverter.ToInt32(buffer, offset);
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offset += 4;
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enchants.Add((EnchantmentType)type, level);
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@ -612,9 +612,41 @@ int __cdecl NativeGetPlayerAddress(int entityId, char *outIpBuf, int outIpBufSiz
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return 1;
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}
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void WriteInventoryItemData(std::shared_ptr<ItemInstance> item, int index, int* outBuffer) {
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if (item) {
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//ItemFlags Key:
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// 0x1 = hasMetadata (has data that needs to be gotten from "ReadMetaFromNative")
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uint8_t itemFlags = 0;
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if (item->getTag() == nullptr) goto doneWithMetadataFlag;
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CompoundTag* itemTag = item->getTag();
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if (itemTag->contains(L"ench")) {
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itemFlags |= 0x1;
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goto doneWithMetadataFlag;
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}
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else { //we just want to check one tag for metadata and return for this flag, not all of them
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CompoundTag* displayTag = itemTag->getCompound(L"display");
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if (displayTag->contains(L"Name") || displayTag->contains(L"Lore")) {
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itemFlags |= 0x1;
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goto doneWithMetadataFlag;
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}
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}
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doneWithMetadataFlag:
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outBuffer[(index * 3) + 0] = item->id;
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outBuffer[(index * 3) + 1] = item->getAuxValue();
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outBuffer[(index * 3) + 2] = (((int)itemFlags << 24) | ((int)item->count << 8));
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}
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}
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void __cdecl NativeGetPlayerInventory(int entityId, int *outData)
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{
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// 9 slots per row, 3 slots in the inventory and the hotbar, 4 armor slots, 1 hand slot
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// (((slotsPerRow * Rows) + ArmorSlots) * AmountOfIntsPerSlot) + hand slot
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// (((9 * 4) + 4) * 3) + 1 = 121
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memset(outData, 0, 121 * sizeof(int));
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auto player = FindPlayer(entityId);
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@ -627,13 +659,7 @@ void __cdecl NativeGetPlayerInventory(int entityId, int *outData)
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for (unsigned int i = 0; i < size; i++)
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{
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auto item = player->inventory->getItem(i);
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if (item)
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{
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outData[i * 3] = item->id;
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outData[i * 3 + 1] = item->count;
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outData[i * 3 + 2] = item->getAuxValue();
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}
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WriteInventoryItemData(player->inventory->getItem(i), i, outData);
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}
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outData[120] = player->inventory->selected;
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@ -667,13 +693,7 @@ void __cdecl NativeGetContainerContents(int entityId, int *outData, int maxSlots
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for (int i = 0; i < count; i++)
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{
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auto &item = (*items)[i];
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if (item)
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{
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outData[i * 3] = item->id;
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outData[i * 3 + 1] = item->count;
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outData[i * 3 + 2] = item->getAuxValue();
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}
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WriteInventoryItemData((*items)[i], i, outData);
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}
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delete items;
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}
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