Makes server save in background, stops server lag on save
Keeping lag broadcast just in case
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473d554de1
commit
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3 changed files with 18 additions and 7 deletions
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@ -67,11 +67,9 @@ namespace TShockAPI
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if (worldpath != null && !Directory.Exists(worldpath))
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Directory.CreateDirectory(worldpath);
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//Tools.Broadcast("Server map saving, potential lag spike");
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WorldGen.saveWorld();
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Console.WriteLine("World backed up");
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Log.Info(string.Format("World backed up ({0})", Main.worldPathName));
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Tools.Broadcast("Server map saving, potential lag spike");
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Thread SaveWorld = new Thread(Tools.SaveWorld);
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SaveWorld.Start();
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Main.worldPathName = worldname;
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}
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@ -23,6 +23,7 @@ using System.Diagnostics;
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using System.IO;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Terraria;
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@ -543,8 +544,8 @@ namespace TShockAPI
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{
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WorldSaving = true;
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Tools.Broadcast("Saving world, might lag.", Color.Red);
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WorldGen.saveWorld(resettime);
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Tools.Broadcast("World saved.", Color.LimeGreen);
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Thread SaveWorld = new Thread(Tools.SaveWorld);
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SaveWorld.Start();
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WorldSaving = false;
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e.Handled = true;
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}
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@ -101,6 +101,18 @@ namespace TShockAPI
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return result;
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}
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/// <summary>
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/// Saves the map data
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/// </summary>
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public static void SaveWorld()
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{
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WorldGen.saveWorld();
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Broadcast("World Saved", Color.Yellow);
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Console.WriteLine("World backed up");
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Log.Info(string.Format("World backed up ({0})", Main.worldPathName));
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}
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/// <summary>
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/// Broadcasts a message to all players
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/// </summary>
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