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Allows us much greater control over the Spigot portion of the code and makes us more "proper" Credit to @Dmck2b for originally passing the idea along a while back
33 lines
1.7 KiB
Diff
33 lines
1.7 KiB
Diff
From f47619fa36a666e37d58e2178f1acb04550a4afd Mon Sep 17 00:00:00 2001
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From: md_5 <git@md-5.net>
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Date: Sun, 12 Jan 2014 21:07:18 +1100
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Subject: [PATCH] Replace AutoSave Mechanism
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The problem here is that MinecraftServer.save(..), will attempt to sleep whilst all pending chunks are written to disk, however due to various and complicated bugs, it will wait for an incorrect amount of chunks, which may cause it to sleep for an overly long amount of time. Instead we will mimic the save-all command in its behaviour, which is both safe and performant.
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diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
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index edd781e..622e522 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
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+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
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@@ -583,7 +583,16 @@ public abstract class MinecraftServer implements ICommandListener, Runnable, IMo
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SpigotTimings.worldSaveTimer.startTiming(); // Spigot
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this.methodProfiler.a("save");
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this.u.savePlayers();
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- this.saveChunks(true);
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+ // Spigot Start
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+ // We replace this with saving each individual world as this.saveChunks(...) is broken,
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+ // and causes the main thread to sleep for random amounts of time depending on chunk activity
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+ server.playerCommandState = true;
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+ for (World world : worlds) {
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+ world.getWorld().save();
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+ }
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+ server.playerCommandState = false;
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+ // this.saveChunks(true);
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+ // Spigot End
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this.methodProfiler.b();
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SpigotTimings.worldSaveTimer.stopTiming(); // Spigot
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}
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--
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1.9.1
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