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https://github.com/PaperMC/Folia.git
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55 lines
1.9 KiB
Plaintext
55 lines
1.9 KiB
Plaintext
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Get done before testing:
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- Entity tracking: Dear god what the fuck to do here
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-> move state to tracker field, so no extra region data required -- DONE
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-> modify tick function to only tick entities in region -- DONE
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- Check ServerChunkCache#tick
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- MapItemSavedData, good grief
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- Unfuck mob spawning
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-> ChunkMap#getPlayersCloseForSpawning
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-> DistanceManager getNaturalSpawnChunkCount & hasPlayersNearby
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-> PlayerMap in ChunkMap#playerMap
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-> Check how per player config factors in
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-> mob cap command
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- Global tick stuff (weather etc)
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- Shutdown/startup process (both the regular and irregular variants)
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- Make sure structurecheck class is thread-safe, and that structure referencing from the structure search
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- make sure async teleport / player join / async place entities are saved on shutdown
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- make scheduler load chunks better
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- DamageSource.FLY_INTO_WALL from flying into unloaded chunks
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Pre-Test: List of things not fully tested
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- Task queue
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- Teleportations
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- Regioniser
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Get done after test:
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- global autosave queue
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- game time / day time tick comparison (== is now invalid due to desync of global / region tick)
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- scoreboards
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- vanish api
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- watchdog stuff
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- Spectator teleporting / camera
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- automatically disable timings
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- regenerateChunk, isChunkGenerated
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- Conversable...
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- sync load info
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- net.minecraft.commands.Commands
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- are the race conditions in the weather tick (advanceWeatherCycle) ok?
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Delayed and hopefully will not forget:
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- api for really a lot of shit
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- needs: true async events (i.e fire then complete later)
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- needs: region determination, craft scheduler per region, craft scheduler
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per entity
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- needs: world creation/unload (good god)
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- needs: more???
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- Projectile#getOwner ...
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Ideas:
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Issues:
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- Region chunk loader may not handle low config values well (i.e max chunk gens -> 5)
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To check:
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- Ensure dead players are truly in the world, and that their region is loaded
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