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Use UpdateSubChunkBlocksPacket #4659

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AJ-Ferguson
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Related to #4556

Performance is still not great, but this is a huge improvement over sending thousands of UpdateBlockPackets. Geyser should at least not consume all memory and crash now.

offset.getX() + 15, offset.getY() + 15, offset.getZ() + 15
);

int[] sectionBlocks = session.getGeyser().getWorldManager().getBlocksAt(session, blockIter);
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This will probably break between integrated and standalone world managers. Standalone will have the cache, Spigot will have the live blocks.

@valaphee
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Btw. the reason no one really cared was because the Minecraft client calls the same method for both single block update and sub chunk block update. But yea there is definitely a packet overhead.

@AJ-Ferguson
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I am aware. The packet overhead is huge especially when sending upwards of 10 million block updates which can easily happen on a 1.12 server. Unfortunately it seems like even if optimizations are made so Geyser can handle it, the bedrock client undergoes extreme lag while processing the block updates making it a poor experience.

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valaphee commented May 15, 2024

In Java Edition the order of the block updates actually makes a huge difference. A majority of the lag are the light updates, but the only way to prevent light updates is to use sub chunks, even though I don't know which impact the update flags have.

You probably shouldn't use the neighbor flag (at least for full sub chunk or above a threshold), but the last time I experimented with those, they didn't had any impact. (maybe its possible to not trigger a light update?)

@AJ-Ferguson
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I had a feeling it was something to do with light. Just tried changing/removing the flags, doesn't seem to make a difference :(
If there is some way to disable light updates that would be really nice

@onebeastchris onebeastchris added the PR: Bugfix When a PR contains a bugfix label May 20, 2024
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adalmo commented Jul 30, 2024

how can i use this with 1.21.2 support??

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5 participants