Commit graph

20 commits

Author SHA1 Message Date
Nassim Jahnke
15a9af2f5e More more more work 2023-12-05 20:54:55 +01:00
Nassim Jahnke
46f4547805 Prepare for 1.20.3 dev 2023-12-05 18:20:55 +01:00
Noah van der Aa
86931baedf more more more work 2023-09-21 22:14:58 +02:00
Noah van der Aa
524eeedaa8 So it begins... 2023-09-21 19:18:04 +02:00
Nassim Jahnke
1f4c201c00 Strip raytracing for EntityLiving#hasLineOfSight
Co-authored-by: Paul Sauve <paul@technove.co>
2023-09-10 12:28:03 +10:00
Nassim Jahnke
f4a4fec81b More more work 2023-06-07 20:49:17 +02:00
Nassim Jahnke
1bda3d4d2a Start working on 1.20 2023-06-07 18:24:39 +02:00
Jake Potrebic
0adc18baf8 [ci skip] rebuild patches 2023-03-23 14:57:03 -07:00
Riley Park
39255145b6 chore: cleanup annotations in api adventure patch 2023-03-23 09:49:24 -07:00
Nassim Jahnke
92dd8645a8 More more patches 2023-03-14 19:36:39 +01:00
Nassim Jahnke
08ab8edb76 Start working on 1.19.4 2023-03-14 18:11:24 +01:00
Nassim Jahnke
d4e6ee3d12 Moar, fix API 2022-12-07 19:52:24 +01:00
Nassim Jahnke
b7dd55ce72 API patches 2022-12-07 17:46:46 +01:00
Spottedleaf
0f1a8717e8 Rewrite chunk system (#8177)
Patch documentation to come

Issues with the old system that are fixed now:
- World generation does not scale with cpu cores effectively.
- Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps.
- Unreliable prioritisation of chunk gen/load calls that block the main thread.
- Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved.
- Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal.
- Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles.

The above list is not complete. The patch documentation will complete it.

New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil.

Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft.

The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 01:02:51 -07:00
Nassim Jahnke
24201b38ce More work 2022-07-27 21:49:24 +02:00
Nassim Jahnke
858aabab7c Move patches over, start with first few 2022-07-27 20:52:03 +02:00
Nassim Jahnke
588aa467be More more patches 2022-06-07 21:55:39 +02:00
Nassim Jahnke
1148687a8d Prepare for 1.19 dev 2022-06-07 18:52:56 +02:00
Nassim Jahnke
da03d4a1bc Initial 1.18 update 2022-02-28 22:43:03 -07:00
Jason Penilla
77bed7ff51 Fix empty/null chunk section check in LevelChunk#getBlockData, rename… (#7039)
… patch and methods to make more sense with Mojang mappings
2021-12-05 15:32:02 -08:00
Renamed from patches/server/Optimize-isValidLocation-getType-and-getBlockData-fo.patch (Browse further)