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- DivineSpigot Features
- Proper and good Multithreading - just going to add optimizations of the features asked
- Highly optimized Chunks, chunk ticking - the block and chunk list use a really slow java list, so i can use a more optimized one. Also I’ll make it multi-threaded and use an Object#lock system instead of synchronize to improve performance
- Optimized redstone with eigencraft-redstone moved from newer versions and other optimizations, limit for how many redstone operations can happen one chunk to prevent lag machines - safe explanatory, have the redstone run on another thread and process them faster, also have a check before processing to limit
- Very optimized entities and mobs, and entity ticking - run entity ticking separate from the world and have it on another thread, for mobs optimize path finding and run at a lower tick rate to help with performance
- Disabled leaf decay (with toggle) - inside block leaves make it do nothing when it gets random ticked
- Dropped item optimizations - limit drop rate and viewers
- Hopper optimizations - have hoppers tick slower for performance, only checked when someone is in the chunk if not then unload
- Alt-item-despawn-rate added from newest paper versions - explained above
- Option to disable lava and water making cobblestone
- Knockback settings (with update command), optimized pvp, hits, kb etc
- Optimized networking and ability to hold a lot of players without lag
- Armor equipping event https://pastebin.com/tdw8nDx7
- ^ I’ve already done these in my old spigot so I don’t feel need to explain just ask if you’d like me to explain though (use that exact equip thing so we dont have to edit current plugins)
- Option to disable pistons breaking melons and pumpkins, sugar cane, cactus also make it so cactus doesn’t break when it grows up next to a block
- More useful /tps output, better data and more accurate
- Optimized Packet Processing possibly multithreaded? - have also done this in my old spigot, we process the packets on another thread so it won’t be clogged potentially. Also can register packets at a higher tick and use a Object#lock instead of synchronized that paperspigot curren’t uses
- Minecraft::world - Scheduled Blocks optimization - i do this with the chunk optimizations
- Optimized Minecraft::Bukkit Scheduler - use unsorted list
- Mob collisions fully disabled
- Tacospigot optimizations
- Optimized player move event - run them async
- Netty optimizations
- Thread Affinity
- Multithreaded worlds
- ^ i’ve explaned thses above also I’ll do multi-threaded worlds with the chunks
- Option to increase displayname length, make it like 40 by default - is possible to do
- If it’s in other spigots it should be possible then, just send me the link and i’ll recreate it
- Sent it on discord !
- Optimization that makes it so GC doesn't have to get run so often, not preventing it form running just so it doesnt need to run that often
- Paper spigot distributed mob spawns moved from latest paper versions - ill just move it https://github.com/PaperMC/Paper/pull/2171
- All other optimizations from your old spigots - easy enough
- Better utilization of cpu - this is thread afinity
- Make server process higher priority, i think this is called thread pinning? - sure I can pin threads to cpu cores
- Don’t track entities outside the tracking range of the player, similarly to this plugin: - i’ll do it the same way the plugin does it
- https://www.spigotmc.org/resources/entitytrackerfixer-fix-1-14-4-entitytick-lag.70902/
- https://github.com/Esmorall/EntityTrackerFixer
- If this isnt a issue in 1.12.2 ignore it and let me know ^
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