geforkt von Mirrors/Paper
db3bafc4d1
Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing CraftBukkit Changes:17da3420
Fix reading custom persistent entity data83783357
SPIGOT-4980: Shields will not be put on cooldown when hit with an axe8d0f3722
SPIGOT-4752: Fixed inconsistency between isChunkLoaded and chunk load/unload events3f9f31c3
SPIGOT-4982: Armor disappearing while breaking the armor stand
22 Zeilen
1.1 KiB
Diff
22 Zeilen
1.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 22 Jul 2018 21:21:41 -0400
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Subject: [PATCH] Don't save Proto Chunks
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These chunks are unfinished, and waste cpu time saving these unfinished chunks.
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the loadChunk method refuses to acknoledge they exists, and will restart
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a new chunk generation process to begin with, so saving them serves no benefit.
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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 047d6df9c1..21c4b56427 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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@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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}
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public boolean saveChunk(IChunkAccess ichunkaccess) {
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+ if (ichunkaccess.getChunkStatus().getType() == ChunkStatus.Type.PROTOCHUNK) { return true; } // Paper - don't save proto chunks
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this.n.a(ichunkaccess.getPos());
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if (!ichunkaccess.isNeedsSaving()) {
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return false;
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--
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