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Testing commented out Async PaperLib.
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14fbac1951
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@ -2,9 +2,7 @@ package com.wimbli.WorldBorder;
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import com.wimbli.WorldBorder.Events.WorldBorderFillFinishedEvent;
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import com.wimbli.WorldBorder.Events.WorldBorderFillStartEvent;
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import io.papermc.lib.PaperLib;
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import org.bukkit.Bukkit;
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import org.bukkit.Chunk;
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import org.bukkit.Server;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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@ -253,18 +251,18 @@ public class WorldFillTask implements Runnable {
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}
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}
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pendingChunks.put(getPaperLibChunk(world, x, z, true), new CoordXZ(x, z));
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// pendingChunks.put(getPaperLibChunk(world, x, z, true), new CoordXZ(x, z));
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// There need to be enough nearby chunks loaded to make the server populate a chunk with trees, snow, etc.
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// So, we keep the last few chunks loaded, and need to also temporarily load an extra inside chunk (neighbor closest to center of map)
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int popX = !isZLeg ? x : (x + (isNeg ? -1 : 1));
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int popZ = isZLeg ? z : (z + (!isNeg ? -1 : 1));
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pendingChunks.put(getPaperLibChunk(world, popX, popZ, false), new CoordXZ(popX, popZ));
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// pendingChunks.put(getPaperLibChunk(world, popX, popZ, false), new CoordXZ(popX, popZ));
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preventUnload.add(new UnloadDependency(popX, popZ, x, z));
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// make sure the previous chunk in our spiral is loaded as well (might have already existed and been skipped over)
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pendingChunks.put(getPaperLibChunk(world, lastChunk.x, lastChunk.z, false), new CoordXZ(lastChunk.x, lastChunk.z)); // <-- new CoordXZ as lastChunk isn't immutable
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//pendingChunks.put(getPaperLibChunk(world, lastChunk.x, lastChunk.z, false), new CoordXZ(lastChunk.x, lastChunk.z)); // <-- new CoordXZ as lastChunk isn't immutable
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preventUnload.add(new UnloadDependency(lastChunk.x, lastChunk.z, x, z));
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// move on to next chunk
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@ -534,16 +532,16 @@ public class WorldFillTask implements Runnable {
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return reportTarget;
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}
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private CompletableFuture<Void> getPaperLibChunk(World world, int x, int z, boolean gen) {
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return PaperLib.getChunkAtAsync(world, x, z, gen).thenAccept((Chunk chunk) ->
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{
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if (chunk != null) {
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// toggle "force loaded" flag on for chunk to prevent it from being unloaded while we need it
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world.setChunkForceLoaded(x, z, true);
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//private CompletableFuture<Void> getPaperLibChunk(World world, int x, int z, boolean gen) {
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// return PaperLib.getChunkAtAsync(world, x, z, gen).thenAccept((Chunk chunk) ->
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// {
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// if (chunk != null) {
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// // toggle "force loaded" flag on for chunk to prevent it from being unloaded while we need it
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// world.setChunkForceLoaded(x, z, true);
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//
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}
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});
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}
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// }
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// });
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//}
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private class UnloadDependency {
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int neededX, neededZ;
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