fixing formatting

This commit is contained in:
Jesse Boyd 2016-04-02 02:36:35 +11:00
parent 466739e31d
commit d7f8b3dc3b

View File

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