Avoid async chunk snapshotting.

Fixes https://github.com/BentoBoxWorld/Level/issues/256
This commit is contained in:
tastybento 2022-02-06 08:47:20 -08:00
parent 5d9aa00c13
commit 0a79b7fa58

View File

@ -417,48 +417,6 @@ public class IslandLevelCalculator {
} }
/**
* Count the blocks on the island
* @param chunk chunk to scan
*/
private void scanAsync(Chunk chunk) {
ChunkSnapshot chunkSnapshot = chunk.getChunkSnapshot();
for (int x = 0; x< 16; x++) {
// Check if the block coordinate is inside the protection zone and if not, don't count it
if (chunkSnapshot.getX() * 16 + x < island.getMinProtectedX() || chunkSnapshot.getX() * 16 + x >= island.getMinProtectedX() + island.getProtectionRange() * 2) {
continue;
}
for (int z = 0; z < 16; z++) {
// Check if the block coordinate is inside the protection zone and if not, don't count it
if (chunkSnapshot.getZ() * 16 + z < island.getMinProtectedZ() || chunkSnapshot.getZ() * 16 + z >= island.getMinProtectedZ() + island.getProtectionRange() * 2) {
continue;
}
// Only count to the highest block in the world for some optimization
for (int y = chunk.getWorld().getMinHeight(); y < chunk.getWorld().getMaxHeight(); y++) {
BlockData blockData = chunkSnapshot.getBlockData(x, y, z);
boolean belowSeaLevel = seaHeight > 0 && y <= seaHeight;
// Slabs can be doubled, so check them twice
if (Tag.SLABS.isTagged(blockData.getMaterial())) {
Slab slab = (Slab)blockData;
if (slab.getType().equals(Slab.Type.DOUBLE)) {
checkBlock(blockData.getMaterial(), belowSeaLevel);
}
}
// Hook for Wild Stackers (Blocks and Spawners Only) - this has to use the real chunk
if (addon.isStackersEnabled() && (blockData.getMaterial().equals(Material.CAULDRON) || blockData.getMaterial().equals(Material.SPAWNER))) {
stackedBlocks.add(new Location(chunk.getWorld(), x + chunkSnapshot.getX() * 16,y,z + chunkSnapshot.getZ() * 16));
}
// Scan chests
if (addon.getSettings().isIncludeChests() && CHESTS.contains(blockData.getMaterial())) {
chestBlocks.add(chunk);
}
// Add the value of the block's material
checkBlock(blockData.getMaterial(), belowSeaLevel);
}
}
}
}
/** /**
* Scan all containers in a chunk and count their blocks * Scan all containers in a chunk and count their blocks
* @param chunk - the chunk to scan * @param chunk - the chunk to scan
@ -493,8 +451,9 @@ public class IslandLevelCalculator {
} }
/** /**
* Scan the chunk chests and count the blocks * Scan the chunk chests and count the blocks. Note that the chunks are a list of all the island chunks
* @param chunks - the chunk to scan * in a particular world, so the memory usage is high, but I think most servers can handle it.
* @param chunks - a list of chunks to scan
* @return future that completes when the scan is done and supplies a boolean that will be true if the scan was successful, false if not * @return future that completes when the scan is done and supplies a boolean that will be true if the scan was successful, false if not
*/ */
private CompletableFuture<Boolean> scanChunk(List<Chunk> chunks) { private CompletableFuture<Boolean> scanChunk(List<Chunk> chunks) {
@ -504,14 +463,63 @@ public class IslandLevelCalculator {
} }
// Count blocks in chunk // Count blocks in chunk
CompletableFuture<Boolean> result = new CompletableFuture<>(); CompletableFuture<Boolean> result = new CompletableFuture<>();
/*
* At this point, we need to grab a snapshot of each chunk and then scan it async.
* At the end, we make the CompletableFuture true to show it is done.
* I'm not sure how much lag this will cause, but as all the chunks are loaded, maybe not that much.
*/
List<ChunkPair> preLoad = chunks.stream().map(c -> new ChunkPair(c.getWorld(), c, c.getChunkSnapshot())).toList();
Bukkit.getScheduler().runTaskAsynchronously(BentoBox.getInstance(), () -> { Bukkit.getScheduler().runTaskAsynchronously(BentoBox.getInstance(), () -> {
chunks.forEach(chunk -> scanAsync(chunk)); preLoad.forEach(this::scanAsync);
// Once they are all done, return to the main thread.
Bukkit.getScheduler().runTask(addon.getPlugin(),() -> result.complete(true)); Bukkit.getScheduler().runTask(addon.getPlugin(),() -> result.complete(true));
}); });
return result; return result;
} }
record ChunkPair(World world, Chunk chunk, ChunkSnapshot chunkSnapshot) {}
/**
* Count the blocks on the island
* @param chunk chunk to scan
*/
private void scanAsync(ChunkPair cp) {
for (int x = 0; x< 16; x++) {
// Check if the block coordinate is inside the protection zone and if not, don't count it
if (cp.chunkSnapshot.getX() * 16 + x < island.getMinProtectedX() || cp.chunkSnapshot.getX() * 16 + x >= island.getMinProtectedX() + island.getProtectionRange() * 2) {
continue;
}
for (int z = 0; z < 16; z++) {
// Check if the block coordinate is inside the protection zone and if not, don't count it
if (cp.chunkSnapshot.getZ() * 16 + z < island.getMinProtectedZ() || cp.chunkSnapshot.getZ() * 16 + z >= island.getMinProtectedZ() + island.getProtectionRange() * 2) {
continue;
}
// Only count to the highest block in the world for some optimization
for (int y = cp.world.getMinHeight(); y < cp.world.getMaxHeight(); y++) {
BlockData blockData = cp.chunkSnapshot.getBlockData(x, y, z);
boolean belowSeaLevel = seaHeight > 0 && y <= seaHeight;
// Slabs can be doubled, so check them twice
if (Tag.SLABS.isTagged(blockData.getMaterial())) {
Slab slab = (Slab)blockData;
if (slab.getType().equals(Slab.Type.DOUBLE)) {
checkBlock(blockData.getMaterial(), belowSeaLevel);
}
}
// Hook for Wild Stackers (Blocks and Spawners Only) - this has to use the real chunk
if (addon.isStackersEnabled() && (blockData.getMaterial().equals(Material.CAULDRON) || blockData.getMaterial().equals(Material.SPAWNER))) {
stackedBlocks.add(new Location(cp.world, x + cp.chunkSnapshot.getX() * 16,y,z + cp.chunkSnapshot.getZ() * 16));
}
// Scan chests
if (addon.getSettings().isIncludeChests() && CHESTS.contains(blockData.getMaterial())) {
chestBlocks.add(cp.chunk);
}
// Add the value of the block's material
checkBlock(blockData.getMaterial(), belowSeaLevel);
}
}
}
}
/** /**
* Scan the next chunk on the island * Scan the next chunk on the island
* @return completable boolean future that will be true if more chunks are left to be scanned, and false if not * @return completable boolean future that will be true if more chunks are left to be scanned, and false if not