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Base digging/blockbreaks on actual time rather than the servers tickrate.
Servers under high load suffer from tick-time degradation as severe as 1 tick taking 0.25s (rather than 0.05s). This will failing blockbreaks.
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@ -31,7 +31,7 @@ public class ItemInWorldManager {
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}
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public void a() {
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++this.h;
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this.h = (int) (System.currentTimeMillis() / 50); // CraftBukkit
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if (this.i) {
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int i = this.h - this.m;
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int j = this.b.getTypeId(this.j, this.k, this.l);
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@ -52,7 +52,7 @@ public class ItemInWorldManager {
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// CraftBukkit added face
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public void a(int i, int j, int k, int face) {
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this.d = this.j;
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this.d = (int) (System.currentTimeMillis() / 50); // CraftBukkit
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int l = this.b.getTypeId(i, j, k);
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// CraftBukkit start
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@ -106,6 +106,7 @@ public class ItemInWorldManager {
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public void b(int i, int j, int k) {
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if (i == this.e && j == this.f && k == this.g) {
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this.h = (int) (System.currentTimeMillis() / 50); // CraftBukkit
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int l = this.h - this.d;
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int i1 = this.b.getTypeId(i, j, k);
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