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path: root/src/main/java/net/minecraft/server/PlayerInstance.java
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* Update CraftBukkit to Minecraft 1.4.6feildmaster2012-12-20-168/+0
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* Load chunks asynchronously for players.Travis Watkins2012-12-12-3/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When a player triggers a chunk load via walking around or teleporting there is no need to stop everything and get this chunk on the main thread. The client is used to having to wait some time for this chunk and the server doesn't immediately do anything with it except send it to the player. At the same time chunk loading is the last major source of file IO that still runs on the main thread. These two facts make it possible to offload chunks loaded for this reason to another thread. However, not all parts of chunk loading can happen off the main thread. For this we use the new AsynchronousExecutor system to split chunk loading in to three pieces. The first is loading data from disk, decompressing it, and parsing it in to an NBT structure. The second piece is creating entities and tile entities in the chunk and adding them to the world, this is still done on the main thread. The third piece is informing everyone who requested a chunk load that the load is finished. For this we register callbacks and then run them on the main thread once the previous two stages are finished. There are still cases where a chunk is needed immediately and these will still trigger chunk loading entirely on the main thread. The most obvious case is plugins using the API to request a chunk load. We also must load the chunk immediately when something in the world tries to access it. In these cases we ignore any possibly pending or in progress chunk loading that is happening asynchronously as we will have the chunk loaded by the time they are finished. The hope is that overall this system will result in less CPU time and pauses due to blocking file IO on the main thread thus giving more consistent performance. Testing so far has shown that this also speeds up chunk loading client side although some of this is likely to be because we are sending less chunks at once for the client to process. Thanks for @ammaraskar for help with the implementation of this feature.
* Update CraftBukkit to Minecraft 1.4.4.Travis Watkins2012-11-13-11/+5
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* Update CraftBukkit to Minecraft 1.4(.2).Travis Watkins2012-10-27-1/+1
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* Update CraftBukkit to Minecraft 1.3.1feildmaster2012-08-02-51/+49
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* [Bleeding] Include chunk biome data for refresh chunk. Fixes BUKKIT-1166Mike Primm2012-07-08-1/+1
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* Updated CraftBukkit to 1.2Nathan Adams2012-03-01-56/+25
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* Updated to Minecraft 1.1Erik Broes2012-01-12-4/+0
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* Update for 1.0.0Erik Broes2011-11-20-1/+1
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* Rename revision 2Dinnerbone2011-09-15-1/+1
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* Update for Minecraft 1.8Dinnerbone2011-09-15-2/+2
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* Update to Minecraft 1.7Dinnerbone2011-06-30-1/+1
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* Massive renaming update in nms. If you bypassed Bukkit, you will likely break.Erik Broes2011-06-27-8/+8
| | | | Also minimized all the nms diffs and generic cleanups all around.
* Generic cleanupErik Broes2011-06-12-1/+1
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* Update for 1.6.6Erik Broes2011-05-31-4/+1
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* Implemented 1.6!Dinnerbone2011-05-26-26/+17
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* Fixed TileEntity updates occurring upon a multi-block change. Thanks stoneLeaf!EvilSeph2011-05-15-3/+5
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* Whitespace + general cleanupErik Broes2011-05-15-3/+6
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* Cleaned up left over debug messages.EvilSeph2011-05-10-1/+1
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* Made teleporting between worlds 'smoother'. Thanks Raphfrk!EvilSeph2011-05-04-3/+6
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* Reduced console spam under certain conditions.EvilSeph2011-04-22-1/+2
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* Proper fix for the console spam on disconnect/kick.EvilSeph2011-04-21-2/+1
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* Reduced console spam on disconnect/kick.EvilSeph2011-04-21-1/+2
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* Update for 1.4_00_01 -- if you bypassed Bukkit, you will most likely break.Erik Broes2011-04-20-51/+51
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* Updated to Minecraft version 1.4Dinnerbone2011-03-31-2/+2
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* Generic code cleanupErik Broes2011-02-23-9/+16
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* Update to Minecraft 1.3 betaDinnerbone2011-02-23-6/+6
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* N.M.S cleanup in preparation for updateDinnerbone2011-02-21-6/+7
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* Fixed entity updatingDinnerbone2011-02-07-13/+10
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* Changes to reflect new Environment enumDinnerbone2011-02-07-3/+0
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* NPEDinnerbone2011-02-07-0/+3
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* Added internal MC support for multiple worldsDinnerbone2011-02-07-0/+190