package net.minecraft.server;
import co.aikar.timings.Timing;
import it.unimi.dsi.fastutil.objects.ObjectCollection;
import java.util.ArrayDeque;
public class PaperLightingQueue {
private static final long MAX_TIME = (long) (1000000000 / 20 * .95);
private static int updatesThisTick;
public static void processQueue(long curTime) {
updatesThisTick = 0;
final long startTime = System.nanoTime();
final long maxTickTime = MAX_TIME - (startTime - curTime);
START:
for (World world : MinecraftServer.getServer().worlds) {
if (!world.paperConfig.queueLightUpdates) {
continue;
}
ObjectCollection<Chunk> loadedChunks = ((WorldServer) world).getChunkProviderServer().chunks.values();
for (Chunk chunk : loadedChunks.toArray(new Chunk[loadedChunks.size()])) {
if (chunk.lightingQueue.processQueue(startTime, maxTickTime)) {
break START;
}
}
}
}
public static class LightingQueue extends ArrayDeque<Runnable> {
private static final long serialVersionUID = -1L;
final private Chunk chunk;
LightingQueue(Chunk chunk) {
super();
this.chunk = chunk;
}
@Override
public boolean add(Runnable runnable) {
if (chunk.world.paperConfig.queueLightUpdates) {
return super.add(runnable);
}
runnable.run();
return true;
}
/**
* Processes the lighting queue for this chunk
*
* @param startTime If start Time is 0, we will not limit execution time
* @param maxTickTime Maximum time to spend processing lighting updates
* @return true to abort processing furthur lighting updates
*/
private boolean processQueue(long startTime, long maxTickTime) {
if (this.isEmpty()) {
return false;
}
try (Timing ignored = chunk.world.timings.lightingQueueTimer.startTiming()) {
Runnable lightUpdate;
while ((lightUpdate = this.poll()) != null) {
lightUpdate.run();
if (startTime > 0 && ++PaperLightingQueue.updatesThisTick % 10 == 0 && PaperLightingQueue.updatesThisTick > 10) {
if (System.nanoTime() - startTime > maxTickTime) {
return true;
}
}
}
}
return false;
}
/**
* Flushes lighting updates to unload the chunk
*/
public void processUnload() {
if (!chunk.world.paperConfig.queueLightUpdates) {
return;
}
processQueue(0, 0); // No timeout
final int radius = 1; // TODO: bitflip, why should this ever be 2?
for (int x = chunk.locX - radius; x <= chunk.locX + radius; ++x) {
for (int z = chunk.locZ - radius; z <= chunk.locZ + radius; ++z) {
if (x == chunk.locX && z == chunk.locZ) {
continue;
}
Chunk neighbor = MCUtil.getLoadedChunkWithoutMarkingActive(chunk.world, x, z);
if (neighbor != null) {
neighbor.lightingQueue.processQueue(0, 0); // No timeout
}
}
}
}
}
}