light queue is actually buggy, so re-enabling the config.
however, if anyone is ok with the buggy behavior, made the max time lost due to
light queue configurable.
We want to get to making the ligth queue default if we can make it work perfectly.
also applying neighbor optimizations to use the faster method for light checks.
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes#1466Fixes#1431
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
4db9e3dc Add API to locate structures
CraftBukkit Changes:
65bb2d0f Increase expiration time to 10 days
88a5346f Add API to locate structures.
Spigot Changes:
68acb93f Rebuild patches
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
47b9cf30 SPIGOT-4372: LightningStrikeEvent cause API
a9ceda75 Include the plugin channel name in the exception message
CraftBukkit Changes:
a4bdecff SPIGOT-4372: LightningStrikeEvent cause API
34caaf6d SPIGOT-4371: Trident damaged when event cancelled
97315374 SPIGOT-4369: Handle cancelled trident event
bf1c8273 SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
Spigot Changes:
6b015b4b SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
Also fixes some bugs in ours
Ultimately they both are near the same, but ours is behind the synchronized gate.
Mojangs is mixed behind 2 different synchronization contexts (chunks can lock 2 different objects)
Mojang also blindly unsets the ref on any chunk unload, not just if its the one being pointed to.
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Bukkit Changes:
2dcc44dc SPIGOT-4307: Fix hacky API for banners on shields
e0fc6572 SPIGOT-4309: Add "forced" display of particles
efeeab2f Add index to README.md for easier navigation
f502bc6f Update to Minecraft 1.13.1
CraftBukkit Changes:
d0bb0a1d Fix some tests randomly failing
997d378d Fix client stall in specific teleportation scenarios
b3dc2366 SPIGOT-4307: Fix hacky API for banners on shields
2a271162 SPIGOT-4301: Fix more invalid enchants
5d0d83bb SPIGOT-4309: Add "forced" display of particles
a6772578 Add additional tests for CraftBlockData
ce1af0c3 Update to Minecraft 1.13.1
Spigot Changes:
2440e189 Rebuild patches
4ecffced Update to Minecraft 1.13.1
2018-08-26 20:51:39 -04:00
Renamed from Spigot-Server-Patches/0125-Delay-Chunk-Unloads-based-on-Player-Movement.patch (Browse further)