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16 Commits

Author SHA1 Message Date
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 d5cf443039 Update to Forge 10.13.3.1388. Small fixes. 2015-04-24 15:40:52 +03:00
gamerforEA 16773ead6a Initial commit (Forge 1291). 2015-03-22 20:38:04 +03:00