ignore chunk update events during all world gen pos
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+36
@@ -28,6 +28,7 @@ import com.seibel.distanthorizons.common.wrappers.world.ServerLevelWrapper;
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import com.seibel.distanthorizons.common.wrappers.worldGeneration.chunkFileHandling.ChunkFileReader;
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import com.seibel.distanthorizons.common.wrappers.worldGeneration.mimicObject.*;
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import com.seibel.distanthorizons.common.wrappers.worldGeneration.params.GlobalWorldGenParams;
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import com.seibel.distanthorizons.core.api.internal.SharedApi;
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import com.seibel.distanthorizons.core.generation.DhLightingEngine;
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import com.seibel.distanthorizons.core.level.IDhServerLevel;
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import com.seibel.distanthorizons.core.config.Config;
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@@ -37,6 +38,7 @@ import com.seibel.distanthorizons.core.pos.DhChunkPos;
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import com.seibel.distanthorizons.core.sql.dto.BeaconBeamDTO;
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import com.seibel.distanthorizons.core.util.ExceptionUtil;
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import com.seibel.distanthorizons.core.util.LodUtil;
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import com.seibel.distanthorizons.core.util.TimerUtil;
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import com.seibel.distanthorizons.core.util.gridList.ArrayGridList;
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import com.seibel.distanthorizons.core.util.objects.UncheckedInterruptedException;
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import com.seibel.distanthorizons.core.wrapperInterfaces.chunk.ChunkLightStorage;
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@@ -100,6 +102,15 @@ public final class BatchGenerationEnvironment implements IBatchGeneratorEnvironm
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public static final long EXCEPTION_TIMER_RESET_TIME = TimeUnit.NANOSECONDS.convert(1, TimeUnit.SECONDS);
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public static final int EXCEPTION_COUNTER_TRIGGER = 20;
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/**
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* Used to revert the ignore logic in {@link SharedApi} so
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* that a given chunk pos can be handled again.
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* A timer is used so we don't have to inject into MC's code and it works sell enough
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* most of the time.
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* If a chunk does get through due the timeout not being long enough that isn't the end of the world.
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*/
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private static final int MS_TO_IGNORE_CHUNK_AFTER_COMPLETION = 5_000;
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private final IDhServerLevel dhServerLevel;
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@@ -107,6 +118,8 @@ public final class BatchGenerationEnvironment implements IBatchGeneratorEnvironm
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public final InternalServerGenerator internalServerGenerator;
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public final ChunkFileReader chunkFileReader;
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private final Timer chunkSaveIgnoreTimer = TimerUtil.CreateTimer("ChunkSaveIgnoreTimer");
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public final LinkedBlockingQueue<GenerationEvent> generationEventQueue = new LinkedBlockingQueue<>();
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@@ -575,6 +588,11 @@ public final class BatchGenerationEnvironment implements IBatchGeneratorEnvironm
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ProtoChunk protoChunk = ((ProtoChunk) chunk);
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protoChunk.setLightEngine(region.getLightEngine());
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}
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// usually ignoring the chunk's position is unnecessary,
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// but this improves performance if a chunk update event does sneak through
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SharedApi.CHUNK_UPDATE_QUEUE_MANAGER.addPosToIgnore(chunkWrapper.getChunkPos());
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});
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@@ -684,6 +702,24 @@ public final class BatchGenerationEnvironment implements IBatchGeneratorEnvironm
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this.dhServerLevel.updateBeaconBeamsForChunkPos(centerChunkWrapper.getChunkPos(), activeBeamList);
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}
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}
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for (int i = 0; i < iChunkWrapperList.size(); i++)
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{
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ChunkWrapper chunkWrapper = (ChunkWrapper) iChunkWrapperList.get(i);
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if (chunkWrapper == null)
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{
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continue;
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}
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// give MC a few seconds to save the chunk before
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// we can process update events there again
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this.chunkSaveIgnoreTimer.schedule(new TimerTask()
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{
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@Override
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public void run() { SharedApi.CHUNK_UPDATE_QUEUE_MANAGER.removePosToIgnore(chunkWrapper.getChunkPos()); }
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}, MS_TO_IGNORE_CHUNK_AFTER_COMPLETION);
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}
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}
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}
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private static <T> ArrayGridList<T> GetCutoutFrom(ArrayGridList<T> total, int border) { return new ArrayGridList<>(total, border, total.gridSize - border); }
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+1
-1
@@ -51,7 +51,7 @@ public class InternalServerGenerator
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/**
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* Used to revert the ignore logic in {@link SharedApi} so
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* that given chunk pos can be handled again.
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* that a given chunk pos can be handled again.
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* A timer is used so we don't have to inject into MC's code and it works sell enough
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* most of the time.
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* If a chunk does get through due the timeout not being long enough that isn't the end of the world.
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