forked from mirror/Folia
Namely, everything after FEATURES. By creating a dependency chain indicating what chunks are in use, we can safely schedule completely independent tasks in parallel. This will allow the chunk system to scale beyond 10 threads per world. Currently this patch needs some more testing.
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
Get done before testing:
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- MapItemSavedData, good grief
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- Shutdown/startup process (both the regular and irregular variants)
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- make sure async teleport / player join / async place entities are saved on shutdown
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- make scheduler load chunks better
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Pre-Test: List of things not fully tested
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- Task queue
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- Teleportations
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- Regioniser
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Get done after test:
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- global autosave queue
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- game time / day time tick comparison (== is now invalid due to desync of global / region tick)
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- scoreboards
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- vanish api
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- watchdog stuff
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- Spectator teleporting / camera
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- regenerateChunk, isChunkGenerated
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- Conversable...
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- sync load info
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- net.minecraft.commands.Commands
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- are the race conditions in the weather tick (advanceWeatherCycle) ok?
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Delayed and hopefully will not forget:
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- api for really a lot of shit
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- needs: true async events (i.e fire then complete later)
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- needs: region determination, craft scheduler per region, craft scheduler
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per entity
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- needs: world creation/unload (good god)
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- needs: more???
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- Projectile#getOwner ...
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Ideas:
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Issues:
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- Region chunk loader may not handle low config values well (i.e max chunk gens -> 5)
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To check:
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- Ensure dead players are truly in the world, and that their region is loaded
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