Optimize Spare Chunk loads to be removed faster
this has technically been a longer standing problem, but if an async chunk loads after a chunk has been removed from the chunk map, it would be treated as any other spare chunk and kept loaded until Chunk GC kicks in. This fixes that, but also obsoletes ChunkGC in that anytime we load a spare chunk (a chunk outside of any players view distance), we will immediately mark it for unload. This should reduce the amount of spare chunks loaded on a server.
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@@ -33,7 +33,7 @@ index af69342e6c..ca7efc9175 100644
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+ }
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}
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diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
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index 3f4a8f21c0..f8d8a44a88 100644
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index abf5a7554d..84896d6f6b 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunk.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
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@@ -0,0 +0,0 @@ public class PlayerChunk {
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