diff --git a/worldedit-core/src/main/java/com/fastasyncworldedit/core/Fawe.java b/worldedit-core/src/main/java/com/fastasyncworldedit/core/Fawe.java index 028f312ee..9045d0e0e 100644 --- a/worldedit-core/src/main/java/com/fastasyncworldedit/core/Fawe.java +++ b/worldedit-core/src/main/java/com/fastasyncworldedit/core/Fawe.java @@ -45,41 +45,35 @@ import java.util.concurrent.ThreadPoolExecutor; import java.util.concurrent.TimeUnit; /** - * [ WorldEdit action] - * | - * \|/ + * [ WorldEdit action ] + *
* [ EditSession ] - The change is processed (area restrictions, change limit, block type) - * | - * \|/ - * [Block change] - A block change from some location - * | - * \|/ + *
+ * [ Block change ] - A block change from some location + *
* [ Set Queue ] - The SetQueue manages the implementation specific queue - * | - * \|/ + *
* [ Fawe Queue] - A queue of chunks - check if the queue has the chunk for a change - * | - * \|/ + *
* [ Fawe Chunk Implementation ] - Otherwise create a new FaweChunk object which is a wrapper around the Chunk object - * | - * \|/ + *
* [ Execution ] - When done, the queue then sets the blocks for the chunk, performs lighting updates and sends the chunk packet to the clients *

* Why it's faster: - * - The chunk is modified directly rather than through the API - * \ Removes some overhead, and means some processing can be done async - * - Lighting updates are performed on the chunk level rather than for every block - * \ e.g., A blob of stone: only the visible blocks need to have the lighting calculated - * - Block changes are sent with a chunk packet - * \ A chunk packet is generally quicker to create and smaller for large world edits - * - No physics updates - * \ Physics updates are slow, and are usually performed on each block - * - Block data shortcuts - * \ Some known blocks don't need to have the data set or accessed (e.g., air is never going to have data) - * - Remove redundant extents - * \ Up to 11 layers of extents can be removed - * - History bypassing - * \ FastMode bypasses history and means blocks in the world don't need to be checked and recorded + *
The chunk is modified directly rather than through the API + * - Removes some overhead, and means some processing can be done async + *
Lighting updates are performed on the chunk level rather than for every block + * - e.g., A blob of stone: only the visible blocks need to have the lighting calculated + *
Block changes are sent with a chunk packet + * - A chunk packet is generally quicker to create and smaller for large world edits + *
No physics updates + * - Physics updates are slow, and are usually performed on each block + *
Block data shortcuts + * - Some known blocks don't need to have the data set or accessed (e.g., air is never going to have data) + *
Remove redundant extents + * - Up to 11 layers of extents can be removed + *
History bypassing + * - FastMode bypasses history and means blocks in the world don't need to be checked and recorded */ public class Fawe {