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Now, all of the sleep status changes are pushed to the global tick thread. Had to modify the wake up all players routine to use the task scheduler to ensure the player is woken up on the right region context. Fix erroring while crashing on the global tick thread due to region field being null.
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
Get done before testing:
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- MapItemSavedData, good grief
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- Shutdown/startup process (both the regular and irregular variants)
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- Make sure structurecheck class is thread-safe, and that structure referencing from the structure search
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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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- 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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- 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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- automatically disable timings
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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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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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- Region chunk loader may not handle low config values well (i.e max chunk gens -> 5)
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To check:
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- Ensure dead players are truly in the world, and that their region is loaded
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