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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@@ -41,7 +41,7 @@ index 895eb60854..350479dc68 100644
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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 61de438fdf..fca88c3018 100644
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index 242691d89d..86f0fb3c2a 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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