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When dynamically creating worlds with the goal of an in-game map editor, saving a world does, by default, not flush the level data save. (World#save() calls ServerLevel#save(null, false, false). The first false declaring the flush variable). This makes subsequent file copy operations on the world folder unreliable, as not all chunks have been saved yet.
Describe the solution you'd like.
I would like to expose another function, World#save(boolean flush), which allows an API user to directly set the flush parameter without relying on internals.
Describe alternatives you've considered.
Currently, the only way to achieve this is with the use of internals. More specifically:
Is your feature request related to a problem?
When dynamically creating worlds with the goal of an in-game map editor, saving a world does, by default, not flush the level data save. (
World#save()
callsServerLevel#save(null, false, false)
. The firstfalse
declaring theflush
variable). This makes subsequent file copy operations on the world folder unreliable, as not all chunks have been saved yet.Describe the solution you'd like.
I would like to expose another function,
World#save(boolean flush)
, which allows an API user to directly set theflush
parameter without relying on internals.Describe alternatives you've considered.
Currently, the only way to achieve this is with the use of internals. More specifically:
Other
None 🚀
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