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This enables us a fast reference to the entities current chunk instead of having to look it up by hashmap lookups. We also store counts by type to further enable other performance optimizations in later patches.
32 lines
1.3 KiB
Diff
32 lines
1.3 KiB
Diff
From 246c986d5d4681c5ab7fb23a07b8e061d389ce8c Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sat, 7 Jan 2017 16:06:44 -0500
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Subject: [PATCH] Enforce Sync Chunk Unloads
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Unloading Chunks async is extremely dangerous. This will force it to main
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the same way we handle async chunk loads.
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
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index 2e78cd8cf..4ffe0d208 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
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+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
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@@ -245,6 +245,7 @@ public class CraftWorld implements World {
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}
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private boolean unloadChunk0(int x, int z, boolean save) {
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+ Boolean result = MCUtil.ensureMain("Unload Chunk", () -> { // Paper - Ensure never async
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net.minecraft.server.Chunk chunk = world.getChunkProviderServer().getChunkIfLoaded(x, z);
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if (chunk == null) {
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return true;
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@@ -252,6 +253,7 @@ public class CraftWorld implements World {
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// If chunk had previously been queued to save, must do save to avoid loss of that data
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return world.getChunkProviderServer().unloadChunk(chunk, chunk.mustSave || save);
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+ }); return result != null ? result : false; // Paper - Ensure never async
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}
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public boolean regenerateChunk(int x, int z) {
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--
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2.18.0
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