730882fca9
Chunk system patch was refactored to take advantage of newer ConcurrentUtil's concurrent long hash table (which fixes hash collisions caused by chaining fastutil's long hash and CHM's hash) plus some other minor improvements. The chunk system was also merged with Starlight, which mostly provides a small improvement to ThreadedLevelLightEngine#checkBlock as the scheduling was rewritten.
32 lines
1.2 KiB
Text
32 lines
1.2 KiB
Text
- Starlight fixlight command + method on light engine (note: add to mod to, after done this)
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- note: for paper, the chunk debug command
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- rebase IntervalledCounter into util patch
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- mcutil diff
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- paper debug chunks --async in DedicatedServer
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- TODO keep around region file lock?
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- mcutil#getTicketLevelFor is wrong, just delete it later
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- in the mod:
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- ChunkHolder
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- isReadyForSaving overwrite
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- remove state fields in mod
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- addSaveDependency overwrite
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- ChunkMap
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- pendingUnloads/pendingGenerationTasks/unloadQueue/ field destroy
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- DistanceManager
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- getTickets/dumpTickets/tickingTracker/ overwrite
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- GenerationChunkHolder
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- remove state fields in mod
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- rescheduleChunkTask/failAndClearPendingFuturesBetween/failAndClearPendingFuture/completeFuture/
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findHighestStatusWithPendingFuture/acquireStatusBump/isStatusDisallowed/ overwrite
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- LayerLightEngine
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- getDebugSectionType overwrite
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- ThreadedLayerLightEngine
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- waitForPendingTasks overwrite
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on another note, clean up mcutils...
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later, run a diff compared to the mod and move all of the diff to separate classes
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apply todo in levelmixin
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to fix later:
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- Change loadedChunkMap in ServerChunkCache to use concurrent long map
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