forked from mirror/Folia
36675a1b9f
We can just synchronise on all of the map data accesses, but this means we need to be careful about ensuring that no sync loads occur, otherwise we could block other threads for long periods of time.
37 lines
979 B
Plaintext
37 lines
979 B
Plaintext
Get done before testing:
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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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To check:
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