Dylan T.
Dylan T.
The least destructive way to do this seems to be to split up worlds into DBs with NxN chunks to get around the cache locality issue and avoid unnecessary movement...
Quoting from #5583: > What about this: `?bool $lockedOpenState = null`, where `null` means "default", `false` means "stays closed", and `true` means "stays open" (or possibly an enum for the...
> why does pm saves to disk on each chunk unload? What else is it supposed to do? Unloading a chunk means deleting it from memory. It has to save...
Looks like this is also a performance issue for servers with large numbers of players. The current best solution appears to be to use the velocity from `PlayerAuthInputPacket` to do...
guys please click on my [https://verylegit.link](https://www.youtube.com/watch?v=dQw4w9WgXcQ) i promise it won't hurt you
Test failure looks to be caused by incorrect refcounts on string copies for zend_property_info, not sure how to address that just yet but my gawd is it ever irritating.
No, it's not complete
Turns out `Position` in `Block` is also a significant factor in the poor performance of GC. Since Position ref World ref Server, and Server is an expensive object to do...
Looks OK although this is a pretty weird use case
I'm aware of the issue, but it's complicated to fix and probably not worth it. Performance is pretty much irrelevant considering the low frequency of allocations. Using ZMM comes with...