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Chunk cache is now non-optional, close #1448
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@ -137,8 +137,6 @@ class Level implements ChunkManager, Metadatable{
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/** @var BatchPacket[] */
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private $chunkCache = [];
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private $cacheChunks = false;
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private $sendTimeTicker = 0;
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/** @var Server */
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@ -337,7 +335,6 @@ class Level implements ChunkManager, Metadatable{
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$this->chunkGenerationQueueSize = (int) $this->server->getProperty("chunk-generation.queue-size", 8);
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$this->chunkPopulationQueueSize = (int) $this->server->getProperty("chunk-generation.population-queue-size", 2);
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$this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", true);
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$this->cacheChunks = (bool) $this->server->getProperty("chunk-sending.cache-chunks", true);
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$dontTickBlocks = $this->server->getProperty("chunk-ticking.disable-block-ticking", []);
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$this->randomTickBlocks = new \SplFixedArray(256);
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@ -2408,7 +2405,7 @@ class Level implements ChunkManager, Metadatable{
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$index = Level::chunkHash($x, $z);
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if(!isset($this->chunkCache[$index]) and $this->cacheChunks and $this->server->getMemoryManager()->canUseChunkCache()){
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if(!isset($this->chunkCache[$index]) and $this->server->getMemoryManager()->canUseChunkCache()){
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$this->chunkCache[$index] = $payload;
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$this->sendChunkFromCache($x, $z);
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$this->timings->syncChunkSendTimer->stopTiming();
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@ -130,9 +130,6 @@ chunk-sending:
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per-tick: 4
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#Radius of chunks that need to be sent before spawning the player
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spawn-radius: 4
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#Save a serialized copy of the chunk in memory for faster sending
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#Useful in mostly-static worlds where lots of players join at the same time
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cache-chunks: true
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chunk-ticking:
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#Max amount of chunks processed each tick
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