Fix formatting (spaces/tabs)

This commit is contained in:
Guntram Blohm 2019-03-20 19:27:10 +01:00
parent 21adadd7e6
commit ade2ca6352
2 changed files with 177 additions and 177 deletions

View File

@ -71,23 +71,23 @@ public class WBListener implements Listener
Config.StartBorderTimer();
}
/*
* Check if there is a fill task running, and if yes, if it's for the
* world that the unload event refers to and if the chunk should be
* kept in memory because generation still needs it.
*/
@EventHandler
public void onChunkUnload(ChunkUnloadEvent e)
{
if (Config.fillTask!=null)
{
Chunk chunk=e.getChunk();
if (e.getWorld() == Config.fillTask.getWorld()
&& Config.fillTask.chunkOnUnloadPreventionList(chunk.getX(), chunk.getZ()))
{
e.setCancelled(true);
}
}
}
/*
* Check if there is a fill task running, and if yes, if it's for the
* world that the unload event refers to and if the chunk should be
* kept in memory because generation still needs it.
*/
@EventHandler
public void onChunkUnload(ChunkUnloadEvent e)
{
if (Config.fillTask!=null)
{
Chunk chunk=e.getChunk();
if (e.getWorld() == Config.fillTask.getWorld()
&& Config.fillTask.chunkOnUnloadPreventionList(chunk.getX(), chunk.getZ()))
{
e.setCancelled(true);
}
}
}
}

View File

@ -57,52 +57,52 @@ public class WorldFillTask implements Runnable
private transient int reportTarget = 0;
private transient int reportTotal = 0;
private transient int reportNum = 0;
// A map that holds to-be-loaded chunks, and their coordinates
private transient Map<CompletableFuture<Chunk>, CoordXZ> pendingChunks;
// and a set of "Chunk a needed for Chunk b" dependencies, which
// unfortunately can't be a Map as a chunk might be needed for
// several others.
private transient Set<UnloadDependency> preventUnload;
private class UnloadDependency
{
int neededX, neededZ;
int forX, forZ;
UnloadDependency(int neededX, int neededZ, int forX, int forZ)
{
this.neededX=neededX;
this.neededZ=neededZ;
this.forX=forX;
this.forZ=forZ;
}
@Override
public boolean equals(Object other)
{
if (other == null || !(other instanceof UnloadDependency))
{
return false;
}
return this.neededX == ((UnloadDependency) other).neededX
&& this.neededZ == ((UnloadDependency) other).neededZ
&& this.forX == ((UnloadDependency) other).forX
&& this.forZ == ((UnloadDependency) other).forZ;
}
// A map that holds to-be-loaded chunks, and their coordinates
private transient Map<CompletableFuture<Chunk>, CoordXZ> pendingChunks;
// and a set of "Chunk a needed for Chunk b" dependencies, which
// unfortunately can't be a Map as a chunk might be needed for
// several others.
private transient Set<UnloadDependency> preventUnload;
private class UnloadDependency
{
int neededX, neededZ;
int forX, forZ;
UnloadDependency(int neededX, int neededZ, int forX, int forZ)
{
this.neededX=neededX;
this.neededZ=neededZ;
this.forX=forX;
this.forZ=forZ;
}
@Override
public boolean equals(Object other)
{
if (other == null || !(other instanceof UnloadDependency))
{
return false;
}
return this.neededX == ((UnloadDependency) other).neededX
&& this.neededZ == ((UnloadDependency) other).neededZ
&& this.forX == ((UnloadDependency) other).forX
&& this.forZ == ((UnloadDependency) other).forZ;
}
@Override
public int hashCode()
{
int hash = 7;
hash = 79 * hash + this.neededX;
hash = 79 * hash + this.neededZ;
hash = 79 * hash + this.forX;
hash = 79 * hash + this.forZ;
return hash;
}
}
@Override
public int hashCode()
{
int hash = 7;
hash = 79 * hash + this.neededX;
hash = 79 * hash + this.neededZ;
hash = 79 * hash + this.forX;
hash = 79 * hash + this.forZ;
return hash;
}
}
public WorldFillTask(Server theServer, Player player, String worldName, int fillDistance, int chunksPerRun, int tickFrequency, boolean forceLoad)
{
@ -139,9 +139,9 @@ public class WorldFillTask implements Runnable
this.stop();
return;
}
pendingChunks = new HashMap<>();
preventUnload = new HashSet<>();
pendingChunks = new HashMap<>();
preventUnload = new HashSet<>();
this.border.setRadiusX(border.getRadiusX() + fillDistance);
this.border.setRadiusZ(border.getRadiusZ() + fillDistance);
@ -160,7 +160,7 @@ public class WorldFillTask implements Runnable
this.readyToGo = true;
Bukkit.getServer().getPluginManager().callEvent(new WorldBorderFillStartEvent(this));
}
// for backwards compatibility
public WorldFillTask(Server theServer, Player player, String worldName, int fillDistance, int chunksPerRun, int tickFrequency)
{
@ -201,86 +201,86 @@ public class WorldFillTask implements Runnable
// and this is tracked to keep one iteration from dragging on too long and possibly choking the system if the user specified a really high frequency
long loopStartTime = Config.Now();
// Process async results from last time. We don't make a difference
// whether they were really async, or sync.
// First, Check which chunk generations have been finished.
// Mark those chunks as existing and unloadable, and remove
// them from the pending set.
int chunksProcessedLastTick = 0;
Map<CompletableFuture<Chunk>, CoordXZ> newPendingChunks = new HashMap<>();
Set<CoordXZ> chunksToUnload = new HashSet<>();
for (CompletableFuture<Chunk> cf: pendingChunks.keySet())
{
if (cf.isDone())
{
++chunksProcessedLastTick;
// If cf.get() returned the chunk reliably, pendingChunks could
// be a set and we wouldn't have to map CFs to coords ...
CoordXZ xz=pendingChunks.get(cf);
worldData.chunkExistsNow(xz.x, xz.z);
chunksToUnload.add(xz);
}
else
{
newPendingChunks.put(cf, pendingChunks.get(cf));
}
}
pendingChunks = newPendingChunks;
// Process async results from last time. We don't make a difference
// whether they were really async, or sync.
// First, Check which chunk generations have been finished.
// Mark those chunks as existing and unloadable, and remove
// them from the pending set.
int chunksProcessedLastTick = 0;
Map<CompletableFuture<Chunk>, CoordXZ> newPendingChunks = new HashMap<>();
Set<CoordXZ> chunksToUnload = new HashSet<>();
for (CompletableFuture<Chunk> cf: pendingChunks.keySet())
{
if (cf.isDone())
{
++chunksProcessedLastTick;
// If cf.get() returned the chunk reliably, pendingChunks could
// be a set and we wouldn't have to map CFs to coords ...
CoordXZ xz=pendingChunks.get(cf);
worldData.chunkExistsNow(xz.x, xz.z);
chunksToUnload.add(xz);
}
else
{
newPendingChunks.put(cf, pendingChunks.get(cf));
}
}
pendingChunks = newPendingChunks;
// Next, check which chunks had been loaded because a to-be-generated
// chunk needed them, and don't have to remain in memory any more.
Set<UnloadDependency> newPreventUnload = new HashSet<>();
for (UnloadDependency dependency: preventUnload)
{
if (worldData.doesChunkExist(dependency.forX, dependency.forZ))
{
chunksToUnload.add(new CoordXZ(dependency.neededX, dependency.neededZ));
}
else
{
newPreventUnload.add(dependency);
}
}
preventUnload = newPreventUnload;
// Next, check which chunks had been loaded because a to-be-generated
// chunk needed them, and don't have to remain in memory any more.
Set<UnloadDependency> newPreventUnload = new HashSet<>();
for (UnloadDependency dependency: preventUnload)
{
if (worldData.doesChunkExist(dependency.forX, dependency.forZ))
{
chunksToUnload.add(new CoordXZ(dependency.neededX, dependency.neededZ));
}
else
{
newPreventUnload.add(dependency);
}
}
preventUnload = newPreventUnload;
// Unload all chunks that aren't needed anymore. NB a chunk could have
// been needed for two different others, or been generated and needed
// for one other chunk, so it might be in the unload set wrongly.
// The ChunkUnloadListener checks this anyway, but it doesn't hurt to
// save a few µs by not even requesting the unload.
// Unload all chunks that aren't needed anymore. NB a chunk could have
// been needed for two different others, or been generated and needed
// for one other chunk, so it might be in the unload set wrongly.
// The ChunkUnloadListener checks this anyway, but it doesn't hurt to
// save a few µs by not even requesting the unload.
for (CoordXZ unload: chunksToUnload)
{
if (!chunkOnUnloadPreventionList(unload.x, unload.z))
{
world.unloadChunkRequest(unload.x, unload.z);
}
}
for (CoordXZ unload: chunksToUnload)
{
if (!chunkOnUnloadPreventionList(unload.x, unload.z))
{
world.unloadChunkRequest(unload.x, unload.z);
}
}
// Put some damper on chunksPerRun. We don't want the queue to be too
// full; only fill it to a bit more than what we can
// process per tick. This ensures the background task can run at
// full speed and we recover from a temporary drop in generation rate,
// but doesn't push user-induced chunk generations behind a very
// long queue of fill-generations.
// Put some damper on chunksPerRun. We don't want the queue to be too
// full; only fill it to a bit more than what we can
// process per tick. This ensures the background task can run at
// full speed and we recover from a temporary drop in generation rate,
// but doesn't push user-induced chunk generations behind a very
// long queue of fill-generations.
int chunksToProcess = chunksPerRun;
if (chunksProcessedLastTick > 0 || pendingChunks.size() > 0)
{
// Note we generally queue 3 chunks, so real numbers are 1/3 of chunksProcessedLastTick and pendingchunks.size
int chunksExpectedToGetProcessed = (chunksProcessedLastTick - pendingChunks.size()) / 3 + 3;
if (chunksExpectedToGetProcessed < chunksToProcess)
chunksToProcess = chunksExpectedToGetProcessed;
}
int chunksToProcess = chunksPerRun;
if (chunksProcessedLastTick > 0 || pendingChunks.size() > 0)
{
// Note we generally queue 3 chunks, so real numbers are 1/3 of chunksProcessedLastTick and pendingchunks.size
int chunksExpectedToGetProcessed = (chunksProcessedLastTick - pendingChunks.size()) / 3 + 3;
if (chunksExpectedToGetProcessed < chunksToProcess)
chunksToProcess = chunksExpectedToGetProcessed;
}
for (int loop = 0; loop < chunksToProcess; loop++)
{
// in case the task has been paused while we're repeating...
if (paused || pausedForMemory)
{
{
return;
}
}
long now = Config.Now();
@ -299,9 +299,9 @@ public class WorldFillTask implements Runnable
while (!border.insideBorder(CoordXZ.chunkToBlock(x) + 8, CoordXZ.chunkToBlock(z) + 8))
{
if (!moveToNext())
{
{
return;
}
}
}
insideBorder = true;
@ -314,9 +314,9 @@ public class WorldFillTask implements Runnable
rLoop++;
insideBorder = true;
if (!moveToNext())
{
{
return;
}
}
if (rLoop > 255)
{ // only skim through max 256 chunks (~8 region files) at a time here, to allow process to take a break if needed
readyToGo = true;
@ -325,25 +325,25 @@ public class WorldFillTask implements Runnable
}
}
pendingChunks.put(PaperLib.getChunkAtAsync(world, x, z, true), new CoordXZ(x, z));
pendingChunks.put(PaperLib.getChunkAtAsync(world, x, z, true), new CoordXZ(x, z));
// There need to be enough nearby chunks loaded to make the server populate a chunk with trees, snow, etc.
// So, we keep the last few chunks loaded, and need to also temporarily load an extra inside chunk (neighbor closest to center of map)
int popX = !isZLeg ? x : (x + (isNeg ? -1 : 1));
int popZ = isZLeg ? z : (z + (!isNeg ? -1 : 1));
pendingChunks.put(PaperLib.getChunkAtAsync(world, popX, popZ, false), new CoordXZ(popX, popZ));
preventUnload.add(new UnloadDependency(popX, popZ, x, z));
pendingChunks.put(PaperLib.getChunkAtAsync(world, popX, popZ, false), new CoordXZ(popX, popZ));
preventUnload.add(new UnloadDependency(popX, popZ, x, z));
// make sure the previous chunk in our spiral is loaded as well (might have already existed and been skipped over)
pendingChunks.put(PaperLib.getChunkAtAsync(world, lastChunk.x, lastChunk.z, false), new CoordXZ(lastChunk.x, lastChunk.z)); // <-- new CoordXZ as lastChunk isn't immutable
preventUnload.add(new UnloadDependency(lastChunk.x, lastChunk.z, x, z));
pendingChunks.put(PaperLib.getChunkAtAsync(world, lastChunk.x, lastChunk.z, false), new CoordXZ(lastChunk.x, lastChunk.z)); // <-- new CoordXZ as lastChunk isn't immutable
preventUnload.add(new UnloadDependency(lastChunk.x, lastChunk.z, x, z));
// move on to next chunk
if (!moveToNext())
{
{
return;
}
}
}
// ready for the next iteration to run
readyToGo = true;
@ -451,15 +451,15 @@ public class WorldFillTask implements Runnable
server.getScheduler().cancelTask(taskID);
server = null;
// go ahead and unload any chunks we still have loaded
// Set preventUnload to emptry first so the ChunkUnloadEvent Listener
// doesn't get in our way
Set<UnloadDependency> tempPreventUnload = preventUnload;
preventUnload = null;
for (UnloadDependency entry: tempPreventUnload)
{
world.unloadChunkRequest(entry.neededX, entry.neededZ);
}
// go ahead and unload any chunks we still have loaded
// Set preventUnload to emptry first so the ChunkUnloadEvent Listener
// doesn't get in our way
Set<UnloadDependency> tempPreventUnload = preventUnload;
preventUnload = null;
for (UnloadDependency entry: tempPreventUnload)
{
world.unloadChunkRequest(entry.neededX, entry.neededZ);
}
}
// is this task still valid/workable?
@ -494,26 +494,26 @@ public class WorldFillTask implements Runnable
{
return this.paused || this.pausedForMemory;
}
public boolean chunkOnUnloadPreventionList(int x, int z)
{
if (preventUnload != null)
{
for (UnloadDependency entry: preventUnload)
{
if (entry.neededX == x && entry.neededZ == z)
{
return true;
}
}
}
return false;
}
public World getWorld()
{
return world;
}
public boolean chunkOnUnloadPreventionList(int x, int z)
{
if (preventUnload != null)
{
for (UnloadDependency entry: preventUnload)
{
if (entry.neededX == x && entry.neededZ == z)
{
return true;
}
}
}
return false;
}
public World getWorld()
{
return world;
}
// let the user know how things are coming along
private void reportProgress()