Sergey Shatunov
8d2ba00f70
Cap chunk generation to 1 chunk per tick (configurable)
2016-03-16 12:01:28 +07:00
Sergey Shatunov
5aaf6c5cbf
ChunkManager implementation
...
ChunkManager optimize chunks handling in small and big worlds
Small worlds gets benefits with using int-object map instead long-object (in area -32768...32767 by x and z)
Large worlds gets benefits by using efficient map by Colt project, which a little (3-6%) slower in writing, but greatly faster
(400-500% from Java's HashMap and 150-180% from Trove's maps) on reading.
2016-02-10 19:17:47 +07:00
Sergey Shatunov
12b0a52ae0
Rewrite NextTickListEntry.hashCode() to implement real hashcode, not incremental ids :)
...
New function is more stable and gives a good distribution of numbers with less colissions.
Fix #313
2016-02-01 16:03:58 +07:00
Sergey Shatunov
eb49ce845d
Make light asynchronous ( close #231 )
2016-01-06 01:53:42 +07:00
Sergey Shatunov
f722fccdce
Rollback to the state of .152 build with some critical fixes and updates
2016-01-04 12:38:37 +07:00
Prototik
ad909f2788
Return empty chunk in case of null and come back indent for ProcessingQueue, sorry! :)
2015-10-22 01:45:44 +07:00
Prototik
c9caa8c770
Fix #210
2015-10-22 01:33:46 +07:00
Prototik
8c50b9899f
Finally fix #67
2015-06-27 16:32:21 +07:00
Prototik
33633471ca
Normalize patches
2015-06-08 23:18:24 +07:00
Prototik
75eb280f0e
Use concurent list of chunks in chunkproviderserver ( fix #34 )
2015-06-08 22:59:49 +07:00
Prototik
c427f60e15
Normalize patches
2015-06-01 21:32:10 +07:00
Prototik
0a08d8d6a7
Block chunk loading during chunk unloading (sic!) ( fix #15 )
2015-05-22 11:34:46 +07:00
Prototik
480506629d
Avoid to throw BlockPhysicsEvent in Mystcraft's profiling world and come back incorrect chunks messages
2015-05-17 19:18:28 +07:00
Prototik
8c4713c6d7
Patch ChunkProviderServer.loadedChunkHashMap in runtime, fix #1
2015-05-14 12:38:03 +07:00
Prototik
66f77f8314
Updated forge
2015-05-08 16:29:14 +07:00
gamerforEA
16773ead6a
Initial commit (Forge 1291).
2015-03-22 20:38:04 +03:00