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https://github.com/Brettflan/WorldBorder.git
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Fix for incorrect use of World.setChunkForceLoaded, which apparently triggers the chunk to load if it isn't, rather than just setting the "force loaded" flag for it; thanks to SpottedLeaf for pointing this out and providing example code to fix it
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@ -60,7 +60,7 @@ public class WorldFillTask implements Runnable
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private transient int reportNum = 0;
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// A map that holds to-be-loaded chunks, and their coordinates
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private transient Map<CompletableFuture<Chunk>, CoordXZ> pendingChunks;
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private transient Map<CompletableFuture<Void>, CoordXZ> pendingChunks;
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// and a set of "Chunk a needed for Chunk b" dependencies, which
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// unfortunately can't be a Map as a chunk might be needed for
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@ -208,16 +208,16 @@ public class WorldFillTask implements Runnable
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// Mark those chunks as existing and unloadable, and remove
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// them from the pending set.
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int chunksProcessedLastTick = 0;
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Map<CompletableFuture<Chunk>, CoordXZ> newPendingChunks = new HashMap<>();
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Map<CompletableFuture<Void>, CoordXZ> newPendingChunks = new HashMap<>();
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Set<CoordXZ> chunksToUnload = new HashSet<>();
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for (CompletableFuture<Chunk> cf: pendingChunks.keySet())
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for (CompletableFuture<Void> cf : pendingChunks.keySet())
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{
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if (cf.isDone())
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{
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++chunksProcessedLastTick;
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// If cf.get() returned the chunk reliably, pendingChunks could
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// be a set and we wouldn't have to map CFs to coords ...
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CoordXZ xz=pendingChunks.get(cf);
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CoordXZ xz = pendingChunks.get(cf);
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worldData.chunkExistsNow(xz.x, xz.z);
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chunksToUnload.add(xz);
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}
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@ -229,7 +229,7 @@ public class WorldFillTask implements Runnable
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// Next, check which chunks had been loaded because a to-be-generated
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// chunk needed them, and don't have to remain in memory any more.
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Set<UnloadDependency> newPreventUnload = new HashSet<>();
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for (UnloadDependency dependency: preventUnload)
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for (UnloadDependency dependency : preventUnload)
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{
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if (worldData.doesChunkExist(dependency.forX, dependency.forZ))
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chunksToUnload.add(new CoordXZ(dependency.neededX, dependency.neededZ));
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@ -244,7 +244,7 @@ public class WorldFillTask implements Runnable
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// The ChunkUnloadListener checks this anyway, but it doesn't hurt to
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// save a few µs by not even requesting the unload.
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for (CoordXZ unload: chunksToUnload)
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for (CoordXZ unload : chunksToUnload)
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{
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if (!chunkOnUnloadPreventionList(unload.x, unload.z))
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{
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@ -315,21 +315,18 @@ public class WorldFillTask implements Runnable
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}
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}
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world.setChunkForceLoaded(x, z, true); // toggle "force loaded" flag on for chunk to prevent it from being unloaded while we need it
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pendingChunks.put(PaperLib.getChunkAtAsync(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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world.setChunkForceLoaded(popX, popZ, true);
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pendingChunks.put(PaperLib.getChunkAtAsync(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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world.setChunkForceLoaded(lastChunk.x, lastChunk.z, true);
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pendingChunks.put(PaperLib.getChunkAtAsync(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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@ -602,7 +599,8 @@ public class WorldFillTask implements Runnable
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*
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* @return Percentage
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*/
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public double getPercentageCompleted() {
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public double getPercentageCompleted()
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{
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return ((double) (reportTotal + reportNum) / (double) reportTarget) * 100;
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}
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@ -611,7 +609,8 @@ public class WorldFillTask implements Runnable
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*
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* @return Number of chunks processed.
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*/
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public int getChunksCompleted() {
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public int getChunksCompleted()
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{
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return reportTotal;
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}
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@ -620,7 +619,23 @@ public class WorldFillTask implements Runnable
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*
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* @return Number of chunks that need to be processed.
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*/
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public int getChunksTotal() {
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public int getChunksTotal()
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{
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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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{
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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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{
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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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// alternatively for 1.14.4+
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//world.addPluginChunkTicket(x, z, pluginInstance);
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}
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});
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}
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}
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