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45 | 45 | import java.util.concurrent.TimeUnit; |
46 | 46 |
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47 | 47 | /** |
48 | | - * [ WorldEdit action] |
49 | | - * | |
50 | | - * \|/ |
| 48 | + * [ WorldEdit action ] |
| 49 | + * <br> |
51 | 50 | * [ EditSession ] - The change is processed (area restrictions, change limit, block type) |
52 | | - * | |
53 | | - * \|/ |
54 | | - * [Block change] - A block change from some location |
55 | | - * | |
56 | | - * \|/ |
| 51 | + * <br> |
| 52 | + * [ Block change ] - A block change from some location |
| 53 | + * <br> |
57 | 54 | * [ Set Queue ] - The SetQueue manages the implementation specific queue |
58 | | - * | |
59 | | - * \|/ |
| 55 | + * <br> |
60 | 56 | * [ Fawe Queue] - A queue of chunks - check if the queue has the chunk for a change |
61 | | - * | |
62 | | - * \|/ |
| 57 | + * <br> |
63 | 58 | * [ Fawe Chunk Implementation ] - Otherwise create a new FaweChunk object which is a wrapper around the Chunk object |
64 | | - * | |
65 | | - * \|/ |
| 59 | + * <br> |
66 | 60 | * [ Execution ] - When done, the queue then sets the blocks for the chunk, performs lighting updates and sends the chunk packet to the clients |
67 | 61 | * <p> |
68 | 62 | * Why it's faster: |
69 | | - * - The chunk is modified directly rather than through the API |
70 | | - * \ Removes some overhead, and means some processing can be done async |
71 | | - * - Lighting updates are performed on the chunk level rather than for every block |
72 | | - * \ e.g., A blob of stone: only the visible blocks need to have the lighting calculated |
73 | | - * - Block changes are sent with a chunk packet |
74 | | - * \ A chunk packet is generally quicker to create and smaller for large world edits |
75 | | - * - No physics updates |
76 | | - * \ Physics updates are slow, and are usually performed on each block |
77 | | - * - Block data shortcuts |
78 | | - * \ Some known blocks don't need to have the data set or accessed (e.g., air is never going to have data) |
79 | | - * - Remove redundant extents |
80 | | - * \ Up to 11 layers of extents can be removed |
81 | | - * - History bypassing |
82 | | - * \ FastMode bypasses history and means blocks in the world don't need to be checked and recorded |
| 63 | + * <br> The chunk is modified directly rather than through the API |
| 64 | + * - Removes some overhead, and means some processing can be done async |
| 65 | + * <br> Lighting updates are performed on the chunk level rather than for every block |
| 66 | + * - e.g., A blob of stone: only the visible blocks need to have the lighting calculated |
| 67 | + * <br> Block changes are sent with a chunk packet |
| 68 | + * - A chunk packet is generally quicker to create and smaller for large world edits |
| 69 | + * <br> No physics updates |
| 70 | + * - Physics updates are slow, and are usually performed on each block |
| 71 | + * <br> Block data shortcuts |
| 72 | + * - Some known blocks don't need to have the data set or accessed (e.g., air is never going to have data) |
| 73 | + * <br> Remove redundant extents |
| 74 | + * - Up to 11 layers of extents can be removed |
| 75 | + * <br> History bypassing |
| 76 | + * - FastMode bypasses history and means blocks in the world don't need to be checked and recorded |
83 | 77 | */ |
84 | 78 | public class Fawe { |
85 | 79 |
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