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https://github.com/BentoBoxWorld/Level.git
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Add ability to specify delay between each task that checks and loads chunks for level calculation. (#76)
Add ability to specify how much chunks should be loaded at the same tick.
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@ -31,8 +31,8 @@ import world.bentobox.level.Level;
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public class CalcIslandLevel {
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private static final int MAX_CHUNKS = 200;
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private static final long SPEED = 1;
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private final int MAX_CHUNKS;
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private final long SPEED;
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private static final String LINE_BREAK = "==================================";
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private boolean checking;
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private final BukkitTask task;
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@ -80,6 +80,9 @@ public class CalcIslandLevel {
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// Set the initial island handicap
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result.initialLevel = addon.getInitialIslandLevel(island);
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SPEED = addon.getSettings().getUpdateTickDelay();
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MAX_CHUNKS = addon.getSettings().getChunksPerTick();
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// Get chunks to scan
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chunksToScan = getChunksToScan(island);
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@ -1,6 +1,5 @@
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package world.bentobox.level.config;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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@ -23,7 +22,19 @@ public class Settings {
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private int deathpenalty;
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private long levelCost;
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private int levelWait;
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private List<String> gameModes = new ArrayList<>();
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/**
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* Stores number of chunks that can be updated in single tick.
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*/
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private int chunksPerTick;
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/**
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* Stores number of tick delay between each chunk loading.
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*/
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private long updateTickDelay;
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private List<String> gameModes;
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public Settings(Level level) {
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this.level = level;
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@ -32,6 +43,22 @@ public class Settings {
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// GameModes
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gameModes = level.getConfig().getStringList("game-modes");
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// Level calculation chunk load speed
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this.setUpdateTickDelay(level.getConfig().getLong("updatetickdelay", 1));
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if (this.getUpdateTickDelay() <= 0)
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{
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this.setUpdateTickDelay(1);
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}
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// Level calculation chunk count per update
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this.setChunksPerTick(level.getConfig().getInt("chunkspertick", 200));
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if (this.getChunksPerTick() <= 0)
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{
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this.setChunksPerTick(200);
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}
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setLevelWait(level.getConfig().getInt("levelwait", 60));
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if (getLevelWait() < 0) {
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setLevelWait(0);
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@ -218,4 +245,46 @@ public class Settings {
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public boolean isShortHand() {
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return level.getConfig().getBoolean("shorthand");
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}
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/**
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* This method returns the number of chunks that can be processed at single tick.
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* @return the value of chunksPerTick.
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*/
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public int getChunksPerTick()
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{
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return this.chunksPerTick;
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}
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/**
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* This method sets the chunksPerTick value.
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* @param chunksPerTick the chunksPerTick new value.
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*
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*/
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public void setChunksPerTick(int chunksPerTick)
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{
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this.chunksPerTick = chunksPerTick;
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}
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/**
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* This method returns the delay between each update call.
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* @return the value of updateTickDelay.
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*/
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public long getUpdateTickDelay()
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{
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return this.updateTickDelay;
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}
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/**
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* This method sets the updateTickDelay value.
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* @param updateTickDelay the updateTickDelay new value.
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*
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*/
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public void setUpdateTickDelay(long updateTickDelay)
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{
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this.updateTickDelay = updateTickDelay;
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}
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}
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@ -40,6 +40,14 @@ levelcost: 100
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# Cooldown between level requests in seconds
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levelwait: 60
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# Delay between each task that loads chunks for calculating island level.
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# Increasing this will increase time to calculate island level.
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updatetickdelay: 1
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# Number of chunks that will be processed at the same tick.
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# Decreasing this will increase time to calculate island level.
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chunkspertick: 200
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# Death penalty
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# How many block values a player will lose per death.
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# Default value of 100 means that for every death, the player will lose 1 level (if levelcost is 100)
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