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.
This commit is contained in:
Aikar
2018-09-30 20:34:05 -04:00
parent 424d794178
commit 065868036c
5 changed files with 58 additions and 11 deletions

View File

@@ -41,7 +41,7 @@ index 895eb60854..350479dc68 100644
}
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index 61de438fdf..fca88c3018 100644
index 242691d89d..86f0fb3c2a 100644
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -0,0 +0,0 @@ public class PlayerChunk {