Avoid blocking chunk generation on concentric rings calculation where possible

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embeddedt 2026-05-23 16:43:56 -04:00
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package org.embeddedt.modernfix.common.mixin.perf.cache_strongholds;
import net.minecraft.world.level.chunk.ChunkGeneratorStructureState;
import net.minecraft.world.level.levelgen.structure.placement.ConcentricRingsStructurePlacement;
import org.embeddedt.modernfix.annotation.FeatureLevel;
import org.embeddedt.modernfix.annotation.RequiresFeatureLevel;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
@Mixin(ConcentricRingsStructurePlacement.class)
@RequiresFeatureLevel(FeatureLevel.BETA)
public class ConcentricRingsStructurePlacementMixin {
@Shadow @Final private int distance;
@Shadow @Final private int spread;
@Shadow @Final private int count;
/**
* Maximum per-axis section displacement from the initial ring chunk after biome snapping.
*
* Vanilla calls findBiomeHorizontal with radius=112 blocks. In quart space this is ±28,
* and converting the selected quart back to section coordinates yields at most ±7 chunks
* per axis from the original (initialX, initialZ).
*/
@Unique private static final int MFIX_MAX_BIOME_SNAP_SECTIONS_PER_AXIS = 7;
/**
* Worst-case Euclidean error introduced by rounding:
* initialX/Z = round(cos(angle) * dist), round(sin(angle) * dist).
*/
@Unique private static final double MFIX_MAX_ROUNDING_ERROR = Math.sqrt(2.0) * 0.5;
/**
* Worst-case Euclidean biome-snap displacement when each axis can move by at most 7 chunks.
*/
@Unique private static final double MFIX_MAX_BIOME_SNAP_ERROR = MFIX_MAX_BIOME_SNAP_SECTIONS_PER_AXIS * Math.sqrt(2.0);
/**
* Total conservative positional slack (rounding + biome snap) applied to radial bounds.
*/
@Unique private static final double MFIX_MAX_POSITION_ERROR = MFIX_MAX_ROUNDING_ERROR + MFIX_MAX_BIOME_SNAP_ERROR;
/** Squared chunk-distance below which no ring position can ever land. */
@Unique private long mfix$innerRadiusSq;
/** Squared chunk-distance above which no ring position can ever land. */
@Unique private long mfix$outerRadiusSq;
/**
* Precomputes conservative radial bounds for vanilla's ring placement distance:
* {@code dist = 4*i + i*i1*6 + noise}, where {@code i=distance} and {@code i1=circle}.
*
* - Inner bound uses the minimum possible base term ({@code i1=0} => {@code 4*i}).
* - Outer bound uses the maximum reachable {@code i1} for this ({@code spread,count}) pair.
*
* Both bounds are expanded by {@link #MFIX_MAX_POSITION_ERROR} so we never reject a valid
* chunk produced by rounding and biome snapping.
*/
@Inject(
method = "<init>(Lnet/minecraft/core/Vec3i;Lnet/minecraft/world/level/levelgen/structure/placement/StructurePlacement$FrequencyReductionMethod;FILjava/util/Optional;IIILnet/minecraft/core/HolderSet;)V",
at = @At("RETURN")
)
private void mfix$computeRadiusBounds(CallbackInfo ci) {
double maxNoise = this.distance * 1.25; // (nextDouble() - 0.5) * (distance * 2.5)
// min(dist): 4*i + i*0*6 - maxNoise
double minDist = 4.0 * this.distance - maxNoise;
double safeInnerRadius = minDist - MFIX_MAX_POSITION_ERROR;
this.mfix$innerRadiusSq = (long)Math.max(0.0, Math.floor(safeInnerRadius * safeInnerRadius));
if (this.spread == 0) {
// Vanilla behavior becomes non-finite here (angle += / 0), so keep only inner rejection.
this.mfix$outerRadiusSq = Long.MAX_VALUE;
return;
}
int maxCircle = this.mfix$computeMaxCircleIndex();
// max(dist): 4*i + i*maxCircle*6 + maxNoise
double maxDist = 4.0 * this.distance + (double)this.distance * maxCircle * 6.0 + maxNoise;
double safeOuterRadius = maxDist + MFIX_MAX_POSITION_ERROR;
this.mfix$outerRadiusSq = (long)Math.ceil(safeOuterRadius * safeOuterRadius);
}
/**
* Computes the highest ring index ({@code circle}) that vanilla can reach for this placement.
*
* This mirrors the spread/total update logic in
* {@link net.minecraft.world.level.chunk.ChunkGeneratorStructureState#generateRingPositions},
* but only tracks deterministic loop state (no RNG).
*/
@Unique
private int mfix$computeMaxCircleIndex() {
int ringSpread = this.spread;
int total = 0;
int circle = 0;
while (total + ringSpread < this.count) {
total += ringSpread;
circle++;
ringSpread += 2 * ringSpread / (circle + 1);
ringSpread = Math.min(ringSpread, this.count - total);
}
return circle;
}
/**
* @author embeddedt, GPT-5.3-Codex
* @reason Avoid calling getRingPositionsFor() when we know the current chunk lies outside the region where
* concentric placement can even happen. This is particularly helpful when creating new worlds, because we can
* avoid blocking on the slow noise computations within the spawn region around (0, 0).
*/
@Inject(method = "isPlacementChunk", at = @At("HEAD"), cancellable = true)
private void mfix$earlyRejectByRadius(ChunkGeneratorStructureState structureState, int x, int z,
CallbackInfoReturnable<Boolean> cir) {
long distSq = (long)x * x + (long)z * z;
if (distSq < this.mfix$innerRadiusSq || distSq > this.mfix$outerRadiusSq) {
cir.setReturnValue(false);
}
}
}