9
0
mirror of https://github.com/Winds-Studio/Leaf.git synced 2025-12-19 15:09:25 +00:00
Files
Leaf/leaf-archived-patches/removed/1.21.8/paperapi/0018-Async-structure-locate-api.patch
hayanesuru 23b7b02eee optimize chunk map (#438)
* rebase

* optimize LivingEntity#travel

* cleanup

* Replace fluid height map

* reuse array list in Entity#collide

* cleanup

* fix fire and liquid collision shape

* fix checkInside

* inline betweenClosed

* cleanup

* optimize getOnPos

* optimize equals in getOnPos

* update mainSupportingBlockPos on dirty

* cleanup

* rename

* merge same patch

* rebase and remove properly

* [ci skip] cleanup

* rebase and rebuild

* fix async locator

* remove async locator

* cleanup

* rebase

---------

Co-authored-by: Taiyou06 <kaandindar21@gmail.com>
2025-08-19 20:48:26 +02:00

76 lines
4.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: HaHaWTH <102713261+HaHaWTH@users.noreply.github.com>
Date: Mon, 1 Nov 2077 00:00:00 +0800
Subject: [PATCH] Async structure locate api
This patch depends on Asynchronous locator patch.
Added some asynchronous structure locate methods in World,
requires async-locator to be enabled in Leaf config, or else it will fall back to sync methods.
diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java
index bb9fe9a6c3116e83d2ebd98f81298454f6677ccc..db3fac22e98c51b02ea8d137000d007e2a2d5b81 100644
--- a/src/main/java/org/bukkit/World.java
+++ b/src/main/java/org/bukkit/World.java
@@ -4113,6 +4113,60 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
@Nullable
StructureSearchResult locateNearestStructure(@NotNull Location origin, @NotNull Structure structure, int radius, boolean findUnexplored);
+ // Leaf start - Async structure locate api
+ /**
+ * Find the closest nearby structure of a given {@link StructureType} asynchronously.
+ * <p>
+ * The {@code radius} is not a rigid square radius. Each structure may alter
+ * how many chunks to check for each iteration. Do not assume that only a
+ * radius x radius chunk area will be checked. For example,
+ * {@link StructureType#WOODLAND_MANSION} can potentially check up to 20,000
+ * blocks away (or more) regardless of the radius used.
+ * <p>
+ * This will <i>not</i> load or generate chunks.
+ * <p>
+ * The difference between searching for a {@link StructureType} and a
+ * {@link Structure} is, that a {@link StructureType} can refer to multiple
+ * {@link Structure Structures} while searching for a {@link Structure}
+ * while only search for the given {@link Structure}.
+ *
+ * @param origin where to start looking for a structure
+ * @param structureType the type of structure to find
+ * @param radius the radius, in chunks, around which to search
+ * @param findUnexplored true to only find unexplored structures
+ * @param afterComplete the action to perform once the search is complete.
+ * @see #locateNearestStructureAsync(Location, Structure, int, boolean, Consumer)
+ */
+ @org.jetbrains.annotations.ApiStatus.Experimental
+ void locateNearestStructureAsync(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored, @NotNull Consumer<@Nullable StructureSearchResult> afterComplete);
+
+ /**
+ * Find the closest nearby structure of a given {@link Structure} asynchronously.
+ * <p>
+ * The {@code radius} is not a rigid square radius. Each structure may alter
+ * how many chunks to check for each iteration. Do not assume that only a
+ * radius x radius chunk area will be checked. For example,
+ * {@link Structure#MANSION} can potentially check up to 20,000 blocks away
+ * (or more) regardless of the radius used.
+ * <p>
+ * This will <i>not</i> load or generate chunks.
+ * <p>
+ * The difference between searching for a {@link StructureType} and a
+ * {@link Structure} is, that a {@link StructureType} can refer to multiple
+ * {@link Structure Structures} while searching for a {@link Structure}
+ * while only search for the given {@link Structure}.
+ *
+ * @param origin where to start looking for a structure
+ * @param structure the structure to find
+ * @param radius the radius, in chunks, around which to search
+ * @param findUnexplored true to only find unexplored structures
+ * @param afterComplete the action to perform on server thread once the search is complete.
+ * @see #locateNearestStructureAsync(Location, StructureType, int, boolean, Consumer)
+ */
+ @org.jetbrains.annotations.ApiStatus.Experimental
+ void locateNearestStructureAsync(@NotNull Location origin, @NotNull Structure structure, int radius, boolean findUnexplored, @NotNull Consumer<@Nullable StructureSearchResult> afterComplete);
+ // Leaf end - Async structure locate api
+
// Paper start
/**
* Locates the nearest biome based on an origin, biome type, and radius to search.