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Increase parallelism for neighbour writing chunk statuses
Namely, everything after FEATURES. By creating a dependency chain indicating what chunks are in use, we can safely schedule completely independent tasks in parallel. This will allow the chunk system to scale beyond 10 threads per world. Currently this patch needs some more testing.
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@ -3,7 +3,6 @@ Get done before testing:
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- Shutdown/startup process (both the regular and irregular variants)
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- Shutdown/startup process (both the regular and irregular variants)
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- make sure async teleport / player join / async place entities are saved on shutdown
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- make sure async teleport / player join / async place entities are saved on shutdown
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- make scheduler load chunks better
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- make scheduler load chunks better
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- DamageSource.FLY_INTO_WALL from flying into unloaded chunks
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Pre-Test: List of things not fully tested
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Pre-Test: List of things not fully tested
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- Task queue
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- Task queue
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@ -17,7 +16,6 @@ Get done after test:
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- vanish api
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- vanish api
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- watchdog stuff
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- watchdog stuff
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- Spectator teleporting / camera
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- Spectator teleporting / camera
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- automatically disable timings
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- regenerateChunk, isChunkGenerated
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- regenerateChunk, isChunkGenerated
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- Conversable...
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- Conversable...
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- sync load info
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- sync load info
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