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If the server tick length is high, then the amount of time available to process chunk tasks inbetween ticks is low. As a result, chunk loading and generation may appear to slow down. To ensure that chunk tasks are always processed, we add logic to execute chunk tasks during tile entity tick, entity tick, chunk random ticking, and scheduled block/fluid ticking. The mid-tick task execution is timed so that it is not prioritised over the server tick.
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Original file line number | Diff line number | Diff line change |
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@@ -111,6 +111,6 @@ public void forEach(final Consumer<Entity> action) { | |
} | ||
} finally { | ||
iterator.finishedIterating(); | ||
} | ||
} | ||
} | ||
} |
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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