use of org.spongepowered.common.bridge.server.players.GameProfileCacheBridge in project SpongeCommon by SpongePowered.
the class MinecraftServerMixin method saveAllChunks.
/**
* @author Zidane - November, 24th 2020 - Minecraft 1.15
* @reason To allow per-world auto-save tick intervals or disable auto-saving entirely
*/
@Overwrite
public boolean saveAllChunks(final boolean suppressLog, final boolean flush, final boolean isForced) {
boolean var0 = false;
for (final ServerLevel world : this.shadow$getAllLevels()) {
final SerializationBehavior serializationBehavior = ((PrimaryLevelDataBridge) world.getLevelData()).bridge$serializationBehavior().orElse(SerializationBehavior.AUTOMATIC);
final InheritableConfigHandle<WorldConfig> adapter = ((PrimaryLevelDataBridge) world.getLevelData()).bridge$configAdapter();
// Sponge start - use our own config
boolean log = adapter.get().world.logAutoSave;
// by a command, save our configs
if (!this.shadow$isRunning() || this.tickCount % 6000 == 0 || isForced) {
((PrimaryLevelDataBridge) world.getLevelData()).bridge$configAdapter().save();
}
final boolean canSaveAtAll = serializationBehavior != SerializationBehavior.NONE;
// This world is set to not save of any time, no reason to check the auto-save/etc, skip it
if (!canSaveAtAll) {
continue;
}
// Only run auto-save skipping if the server is still running and the save is not forced
if (this.bridge$performAutosaveChecks() && !isForced) {
final int autoSaveInterval = adapter.get().world.autoSaveInterval;
// Do not process properties or chunks if the world is not set to do so unless the server is shutting down
if (autoSaveInterval <= 0 || serializationBehavior != SerializationBehavior.AUTOMATIC) {
continue;
}
// Now check the interval vs the tick counter and skip it
if (this.tickCount % autoSaveInterval != 0) {
continue;
}
}
if (log) {
LOGGER.info("Saving chunks for level '{}'/{}", world, world.dimension().location());
}
world.save((ProgressListener) null, flush, world.noSave && !isForced);
var0 = true;
}
// Save the usercache.json file every 10 minutes or if forced to
if (isForced || this.tickCount % 6000 == 0) {
// We want to save the username cache json, as we normally bypass it.
((GameProfileCacheBridge) this.profileCache).bridge$setCanSave(true);
this.profileCache.save();
((GameProfileCacheBridge) this.profileCache).bridge$setCanSave(false);
}
return var0;
}
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