Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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From 35c2cb8cce2e2a3c698ccd62abd90ef8aff04f1d Mon Sep 17 00:00:00 2001
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2016-10-05 23:28:17 +02:00
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From: Zach Brown <zach.brown@destroystokyo.com>
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Date: Wed, 5 Oct 2016 16:27:36 -0500
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Subject: [PATCH] Option to remove corrupt tile entities
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diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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index 015d7fcb5c..9ee62da233 100644
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2016-10-05 23:28:17 +02:00
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--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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2018-08-26 20:11:49 +02:00
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@@ -318,4 +318,9 @@ public class PaperWorldConfig {
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2016-10-05 23:28:17 +02:00
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private void maxAutoSaveChunksPerTick() {
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maxAutoSaveChunksPerTick = getInt("max-auto-save-chunks-per-tick", 24);
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}
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+
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+ public boolean removeCorruptTEs = false;
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+ private void removeCorruptTEs() {
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+ removeCorruptTEs = getBoolean("remove-corrupt-tile-entities", false);
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+ }
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}
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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index 5285bfb409..ca6107a5af 100644
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2016-10-05 23:28:17 +02:00
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--- a/src/main/java/net/minecraft/server/Chunk.java
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+++ b/src/main/java/net/minecraft/server/Chunk.java
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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@@ -827,6 +827,12 @@ public class Chunk implements IChunkAccess {
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2016-10-05 23:28:17 +02:00
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"Chunk coordinates: " + (this.locX * 16) + "," + (this.locZ * 16));
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e.printStackTrace();
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ServerInternalException.reportInternalException(e);
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+
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+ if (this.world.paperConfig.removeCorruptTEs) {
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+ this.removeTileEntity(tileentity.getPosition());
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2018-06-15 06:11:39 +02:00
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+ this.markDirty();
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2016-10-05 23:28:17 +02:00
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+ org.bukkit.Bukkit.getLogger().info("Removing corrupt tile entity");
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+ }
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// Paper end
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// CraftBukkit end
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}
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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@@ -836,6 +842,7 @@ public class Chunk implements IChunkAccess {
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2018-08-26 20:11:49 +02:00
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this.h.put(new BlockPosition(nbttagcompound.getInt("x"), nbttagcompound.getInt("y"), nbttagcompound.getInt("z")), nbttagcompound);
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2016-10-05 23:28:17 +02:00
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}
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+ public void removeTileEntity(BlockPosition blockposition) { this.d(blockposition); } // Paper - OBFHELPER
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public void d(BlockPosition blockposition) {
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2018-08-26 20:11:49 +02:00
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if (this.i) {
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2016-10-05 23:28:17 +02:00
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TileEntity tileentity = (TileEntity) this.tileEntities.remove(blockposition);
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--
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Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 17:46:31 +02:00
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2.19.0
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2016-10-05 23:28:17 +02:00
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