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Send before history is acttually safer at the moment
- avoids deadlocks
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@ -20,7 +20,7 @@ public abstract class ExtentBatchProcessorHolder extends BatchProcessorHolder im
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@Override
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public Extent enableHistory(AbstractChangeSet changeSet) {
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if (Settings.IMP.EXPERIMENTAL.SEND_BEFORE_HISTORY) {
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if (Settings.IMP.HISTORY.SEND_BEFORE_HISTORY) {
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return this.addPostProcessor(changeSet);
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} else {
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return this.addProcessor(changeSet);
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@ -192,6 +192,12 @@ public class Settings extends Config {
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" - Slightly worse compression since dispatch order is different",
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})
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public boolean COMBINE_STAGES = true;
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@Comment({
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"Do not wait for a chunk's history to save before sending it",
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" - Undo/redo commands will wait until the history has been written to disk before executing",
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" - Requires combine-stages = true"
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})
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public boolean SEND_BEFORE_HISTORY = true;
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@Comment({
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"Higher compression reduces the size of history at the expense of CPU",
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"0 = Uncompressed byte array (fastest)",
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@ -381,12 +387,6 @@ public class Settings extends Config {
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"This will increase time taken slightly."
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})
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public boolean ALLOW_TICK_EXISTING = true;
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@Comment({
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"[SAFE] Do not wait for a chunk's history to save before sending it",
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" - Undo/redo commands will wait until the history has been written to disk before executing",
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" - Requires combine_stages = true"
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})
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public boolean SEND_BEFORE_HISTORY = false;
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@Comment({
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"Sets a maximum limit (in kb) for the size of a player's schematics directory (per-player mode only)",
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@ -719,7 +719,7 @@ public interface Extent extends InputExtent, OutputExtent {
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}
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default Extent enableHistory(AbstractChangeSet changeSet) {
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if (Settings.IMP.EXPERIMENTAL.SEND_BEFORE_HISTORY) {
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if (Settings.IMP.HISTORY.SEND_BEFORE_HISTORY) {
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return addPostProcessor(changeSet);
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} else {
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return addProcessor(changeSet);
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