Player move optimization.
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d9ca07b195
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@ -6,6 +6,7 @@ package net.jitse.npclib.api;
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import net.jitse.npclib.api.skin.Skin;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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public interface NPC {
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@ -35,6 +36,13 @@ public interface NPC {
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*/
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Location getLocation();
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/**
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* Get the world the NPC is located in.
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*
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* @return The world the NPC is located in.
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*/
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World getWorld();
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/**
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* Create all necessary packets for the NPC so it can be shown to players.
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*
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@ -13,6 +13,7 @@ import net.jitse.npclib.api.events.NPCShowEvent;
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import net.jitse.npclib.api.skin.Skin;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import org.bukkit.util.Vector;
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@ -104,6 +105,11 @@ public abstract class SimpleNPC implements NPC, PacketHandler {
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return location;
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}
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@Override
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public World getWorld() {
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return location != null ? location.getWorld() : null;
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}
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public int getEntityId() {
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return entityId;
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}
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@ -15,7 +15,10 @@ import org.bukkit.Location;
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import org.bukkit.entity.Player;
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import org.bukkit.plugin.Plugin;
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import java.util.*;
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import java.util.HashSet;
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import java.util.Objects;
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import java.util.Set;
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import java.util.UUID;
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/**
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* @author Jitse Boonstra
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@ -47,42 +50,40 @@ public class PacketListener {
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}
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private boolean handleInteractPacket(Player player, Object packet) {
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if (packetPlayInUseEntityClazz.isInstance(packet)) {
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SimpleNPC npc = null;
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int packetEntityId = (int) entityIdField.get(packet);
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if (!packetPlayInUseEntityClazz.isInstance(packet))
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return true; // We aren't handling the packet.
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SimpleNPC npc = null;
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int packetEntityId = (int) entityIdField.get(packet);
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// Not using streams here is an intentional choice.
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// Packet listeners is one of the few places where it is important to write optimized code.
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// Lambdas (And the stream api) create a massive amount of objects, especially if it isn't a static lambda.
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// So, we're avoiding them here.
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// ~ Kneesnap, 9 / 20 / 2019.
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// Not using streams here is an intentional choice.
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// Packet listeners is one of the few places where it is important to write optimized code.
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// Lambdas (And the stream api) create a massive amount of objects, especially if it isn't a static lambda.
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// So, we're avoiding them here.
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// ~ Kneesnap, 9 / 20 / 2019.
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for (SimpleNPC testNPC : NPCManager.getAllNPCs()) {
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if (testNPC.isShown(player) && testNPC.getEntityId() == packetEntityId) {
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npc = testNPC;
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break;
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}
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for (SimpleNPC testNPC : NPCManager.getAllNPCs()) {
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if (testNPC.isShown(player) && testNPC.getEntityId() == packetEntityId) {
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npc = testNPC;
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break;
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}
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}
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if (npc == null) {
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// Default player, not doing magic with the packet.
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return true;
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}
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if (npc == null) {
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// Default player, not doing magic with the packet.
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return true;
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}
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if (delay.contains(player.getUniqueId())) { // There is an active delay.
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return false;
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}
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NPCInteractEvent.ClickType clickType = actionField.get(packet).toString().equals("ATTACK")
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? NPCInteractEvent.ClickType.LEFT_CLICK : NPCInteractEvent.ClickType.RIGHT_CLICK;
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delay.add(player.getUniqueId());
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Bukkit.getScheduler().runTask(plugin, new TaskCallNpcInteractEvent(new NPCInteractEvent(player, clickType, npc), this));
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if (delay.contains(player.getUniqueId())) { // There is an active delay.
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return false;
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}
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return true;
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NPCInteractEvent.ClickType clickType = actionField.get(packet).toString().equals("ATTACK")
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? NPCInteractEvent.ClickType.LEFT_CLICK : NPCInteractEvent.ClickType.RIGHT_CLICK;
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delay.add(player.getUniqueId());
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Bukkit.getScheduler().runTask(plugin, new TaskCallNpcInteractEvent(new NPCInteractEvent(player, clickType, npc), this));
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return false;
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}
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// This would be a non-static lambda, and its usage matters, so we'll make it a full class.
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@ -102,7 +103,7 @@ public class PacketListener {
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Player player = eventToCall.getWhoClicked();
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this.listener.delay.remove(player.getUniqueId()); // Remove the NPC from the interact cooldown.
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if (!Objects.equals(playerLocation.getWorld(), eventToCall.getNPC().getLocation().getWorld()))
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if (!Objects.equals(playerLocation.getWorld(), eventToCall.getNPC().getWorld()))
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return; // If the NPC and player are not in the same world, abort!
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double distance = player.getLocation(playerLocation).distanceSquared(eventToCall.getNPC().getLocation());
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@ -8,6 +8,7 @@ import net.jitse.npclib.NPCLib;
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import net.jitse.npclib.internal.NPCManager;
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import net.jitse.npclib.internal.SimpleNPC;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import org.bukkit.event.EventHandler;
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@ -46,7 +47,7 @@ public class PlayerListener implements Listener {
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// The PlayerTeleportEvent is call, and will handle visibility in the new world.
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for (SimpleNPC npc : NPCManager.getAllNPCs()) {
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if (npc.getLocation().getWorld().equals(from)) {
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if (npc.getWorld().equals(from)) {
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if (!npc.getAutoHidden().contains(player.getUniqueId())) {
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npc.getAutoHidden().add(player.getUniqueId());
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npc.hide(player, true, false);
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@ -57,7 +58,12 @@ public class PlayerListener implements Listener {
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@EventHandler
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public void onPlayerMove(PlayerMoveEvent event) {
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handleMove(event.getPlayer());
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Location from = event.getFrom();
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Location to = event.getTo();
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if (to == null || (from.getBlockX() != to.getBlockX()
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|| from.getBlockY() != to.getBlockY()
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|| from.getBlockZ() != to.getBlockZ()))
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handleMove(event.getPlayer()); // Verify the player changed which block they are on. Since PlayerMoveEvent is one of the most called events, this is worth it.
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}
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@EventHandler
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@ -72,7 +78,7 @@ public class PlayerListener implements Listener {
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continue; // NPC was never supposed to be shown to the player.
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}
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if (!npc.getLocation().getWorld().equals(world)) {
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if (!npc.getWorld().equals(world)) {
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continue; // NPC is not in the same world.
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}
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@ -80,8 +86,9 @@ public class PlayerListener implements Listener {
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// This will cause issues otherwise (e.g. custom skin disappearing).
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double hideDistance = instance.getAutoHideDistance();
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double distanceSquared = player.getLocation().distanceSquared(npc.getLocation());
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boolean inRange = distanceSquared <= (Math.pow(hideDistance, 2))
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&& distanceSquared <= (Math.pow(Bukkit.getViewDistance() << 4, 2));
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int tempRange = Bukkit.getViewDistance() << 4;
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boolean inRange = distanceSquared <= (hideDistance * hideDistance) && distanceSquared <= (tempRange * tempRange); // Avoids Math.pow due to how intensive it is. Could make a static utility function for it.
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if (npc.getAutoHidden().contains(player.getUniqueId())) {
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// Check if the player and NPC are within the range to sendShowPackets it again.
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if (inRange) {
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