fixing formatting
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@ -42,42 +42,43 @@ import com.sk89q.worldedit.function.visitor.RecursiveVisitor;
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import com.sk89q.worldedit.function.visitor.RegionVisitor;
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import com.sk89q.worldedit.history.change.EntityCreate;
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import com.sk89q.worldedit.history.change.EntityRemove;
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[ WorldEdit action]
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* |
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* \|/
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* [ EditSession ] - The change is processed (area restrictions, change limit, block type)
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* |
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* \|/
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* [Block change] - A block change from some location
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* |
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* \|/
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* [ Set Queue ] - The SetQueue manages the implementation specific queue
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* |
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* \|/
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* [ Fawe Queue] - A queue of chunks - check if the queue has the chunk for a change
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* |
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* \|/
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* [ Fawe Chunk Implementation ] - Otherwise create a new FaweChunk object which is a wrapper around the Chunk object
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* |
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* \|/
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* [ Execution ] - When done, the queue then sets the blocks for the chunk, performs lighting updates and sends the chunk packet to the clients
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*
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* Why it's faster:
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* - The chunk is modified directly rather than through the API
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* \ Removes some overhead, and means some processing can be done async
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* - Lighting updates are performed on the chunk level rather than for every block
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* \ e.g. A blob of stone: only the visible blocks need to have the lighting calculated
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* - Block changes are sent with a chunk packet
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* \ A chunk packet is generally quicker to create and smaller for large world edits
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* - No physics updates
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* \ Physics updates are slow, and are usually performed on each block
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* - Block data shortcuts
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* \ Some known blocks don't need to have the data set or accessed (e.g. air is never going to have data)
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* - Remove redundant extents
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* \ Up to 11 layers of extents can be removed
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* - History bypassing
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* \ FastMode bypasses history and means blocks in the world don't need to be checked and recorded
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*/
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/**[ WorldEdit action]
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* |
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* \|/
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* [ EditSession ] - The change is processed (area restrictions, change limit, block type)
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* |
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* \|/
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* [Block change] - A block change from some location
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* |
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* \|/
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* [ Set Queue ] - The SetQueue manages the implementation specific queue
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* |
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* \|/
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* [ Fawe Queue] - A queue of chunks - check if the queue has the chunk for a change
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* |
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* \|/
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* [ Fawe Chunk Implementation ] - Otherwise create a new FaweChunk object which is a wrapper around the Chunk object
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* |
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* \|/
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* [ Execution ] - When done, the queue then sets the blocks for the chunk, performs lighting updates and sends the chunk packet to the clients
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*
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* Why it's faster:
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* - The chunk is modified directly rather than through the API
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* \ Removes some overhead, and means some processing can be done async
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* - Lighting updates are performed on the chunk level rather than for every block
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* \ e.g. A blob of stone: only the visible blocks need to have the lighting calculated
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* - Block changes are sent with a chunk packet
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* \ A chunk packet is generally quicker to create and smaller for large world edits
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* - No physics updates
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* \ Physics updates are slow, and are usually performed on each block
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* - Block data shortcuts
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* \ Some known blocks don't need to have the data set or accessed (e.g. air is never going to have data)
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* - Remove redundant extents
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* \ Up to 11 layers of extents can be removed
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* - History bypassing
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* \ FastMode bypasses history and means blocks in the world don't need to be checked and recorded
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*/
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public class Fawe {
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/**
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* The FAWE instance;
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