This repository was archived by the owner on Nov 20, 2023. It is now read-only.
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My port for 1.20 was made in haste and I botched the random block tick implemenation which introduced a major bug which caused any block which could be random ticked to be duplicated at 16 block intervals through the depth of the chunk it was in. I've located my error and corrected it, and cleaned a few things up.
My multithreading implementation in WarpDrive left a lot to be desired. Although it was an improvement from my last attempt this implementation had high memory usage along with low throughput which caused to a large amount of warp ticks to be executed well after the day had arrived and the player is awake resulting in crops rapidly growing before the players eyes. To try to improve this, I've ditched WarpDrive and migrated its core functionality to the new WarpEngine class and all of the world tick logic into dedicated Runnable classes. Instead of having three threads dedicated to different aspects of world ticking, each part of the world tick will be executed asynchronously on an available thread from the ForkJoinPool. This new implementation has a huge increase in execution throughput which in turn causes the majority of world warp ticks to complete a few world ticks later. I also added a check to make sure that worlds which don't allow for sleeping don't get their time accelerated, and tweaked the action bar text.
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If anybody would like to test this PR in its current state, download the jar here: https://github.com/Giggitybyte/SleepWarp/releases/tag/2.2.0-rc1 |
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tick_random_blockwas enabled