ff085b8e8e
Timers such as syncChunkLoad are hit persistently due to changes in how this mechanism works which impacts the usablity of timings
29 Zeilen
1.4 KiB
Diff
29 Zeilen
1.4 KiB
Diff
From 3423bf44d5532a8e2d8a7b2fdf6aa278aa1702b1 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sat, 22 Jun 2019 04:20:47 -0700
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Subject: [PATCH] Use ChunkStatus cache when saving protochunks
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The cache should contain the chunk status when saving. If not it
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will load it.
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index e0798c1c8..f21961d3a 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -723,8 +723,10 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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NBTTagCompound nbttagcompound;
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if (chunkstatus.getType() != ChunkStatus.Type.LEVELCHUNK) {
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- nbttagcompound = this.readChunkData(chunkcoordintpair);
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- if (nbttagcompound != null && ChunkRegionLoader.a(nbttagcompound) == ChunkStatus.Type.LEVELCHUNK) {
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+ // Paper start - Optimize save by using status cache
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+ ChunkStatus statusOnDisk = this.getRegionFile(ichunkaccess.getPos(), false).getStatus(ichunkaccess.getPos().x, ichunkaccess.getPos().z, this);
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+ if (statusOnDisk != null && statusOnDisk.getType() == ChunkStatus.Type.LEVELCHUNK) {
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+ // Paper end
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return false;
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}
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--
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2.22.0
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