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
7114a28fc6
Implement thread-safe, async-like and not buggy BlockUpdatesTracker
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close #320
2016-02-03 10:55:26 +07:00
Sergey Shatunov
01238b890a
Better handling of out of sync
2016-02-02 15:39:23 +07:00
Sergey Shatunov
f9b7fa7da4
Fix #319
2016-02-02 02:21:33 +07:00
Sergey Shatunov
9a1b86730d
Avoid to load chunks if block updated scheduled in unloaded chunk
2016-02-01 23:16:31 +07:00
Sergey
8c5b2f7229
Do fully player cloning to avoid duping of items (probably related to #301 )
2016-01-31 20:08:36 +07:00
Sergey
201b43272f
Optimize chunk saving time by holding block updates in chunks directly ( fix #299 )
2016-01-31 18:53:17 +07:00
Sergey Shatunov
0011dd0d9a
Limit TNT detonations per world per tick
2016-01-05 14:20:01 +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
ed0bc9ab15
Fix #228
2015-10-25 15:56:15 +07:00
Prototik
30960fd721
Fix #222
2015-10-23 20:04:48 +07:00
Prototik
d3c359b26d
Fix #218 , fix #217
2015-10-23 01:33:13 +07:00
Prototik
9d56192606
Some improvements in spigot timings and fix #179
2015-09-05 23:31:58 +07:00
Prototik
1bafa262d0
Fix #173
2015-09-02 15:05:54 +07:00
Prototik
ea868d4998
Avoid to use Derived.incrementTotalWorldTickTime
2015-05-25 18:27:17 +07:00
gamerforEA
099d1a7732
Apply fixes from binary patches.
2015-03-25 08:24:42 +03:00
gamerforEA
16773ead6a
Initial commit (Forge 1291).
2015-03-22 20:38:04 +03:00