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42 lines
1.4 KiB
Plaintext
42 lines
1.4 KiB
Plaintext
Get done before testing:
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- Mob#getTarget?
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Pre-Test: List of things not fully tested
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- Task queue
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- Teleportations
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- Regioniser
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Get done after test:
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- global autosave queue
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- game time / day time tick comparison (== is now invalid due to desync of global / region tick)
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- scoreboards
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- vanish api
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- watchdog stuff
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- Spectator teleporting / camera
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- regenerateChunk, isChunkGenerated
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- Conversable...
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- sync load info
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- net.minecraft.commands.Commands
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- are the race conditions in the weather tick (advanceWeatherCycle) ok?
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- make scheduler load chunks better? this requires additional work to:
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-> reduce scheduler overhead (i.e at 5000 regions, on 16 threads -> overhead is 10%)
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-> unsure how to reduce scheduler overhead, may need to rewrite it so that the queues
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are per tick thread and thus it increases parallelism
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-> reduce chunk system overhead (i.e at 20 workers, ~100 unique concurrent regions, overhead -> 10-30% on both workers AND tick threads (at tick threads ->8)
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-> the only way out of the chunk system overhead is to make the scheduling more parallel - it requires scheduling lock and ticket lock
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Delayed and hopefully will not forget:
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- api for really a lot of shit
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- needs: true async events (i.e fire then complete later)
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- needs: region determination, craft scheduler per region, craft scheduler
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per entity
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- needs: world creation/unload (good god)
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- needs: more???
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- Projectile#getOwner ...
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Ideas:
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Issues:
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To check:
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