Avoid refresh loop if no model data needs refreshing
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7174ae1454
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@ -6,6 +6,7 @@ import net.minecraft.world.level.ChunkPos;
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import net.minecraft.world.level.Level;
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import net.minecraftforge.client.model.ModelDataManager;
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import org.embeddedt.modernfix.annotation.ClientOnlyMixin;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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@ -13,6 +14,7 @@ import org.spongepowered.asm.mixin.injection.ModifyArg;
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import org.spongepowered.asm.mixin.injection.Redirect;
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import java.util.Collections;
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import java.util.Map;
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import java.util.Set;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.function.Function;
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@ -27,6 +29,8 @@ public abstract class ModelDataManagerMixin {
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throw new AssertionError();
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}
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@Shadow @Final private static Map<ChunkPos, Set<BlockPos>> needModelDataRefresh;
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/**
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* Make the set of positions to refresh a real concurrent hash set rather than relying on synchronizedSet,
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* because the returned iterator won't be thread-safe otherwise. See https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/7511
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@ -40,7 +44,8 @@ public abstract class ModelDataManagerMixin {
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private static void onlyRefreshOnMainThread(Level toUpdate, ChunkPos pos) {
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// Only refresh model data on the main thread. This prevents calling getBlockEntity from worker threads
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// which could cause weird CMEs or other behavior.
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if(Minecraft.getInstance().isSameThread()) {
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// Avoid the loop if no model data needs to be refreshed, to prevent unnecessary allocation.
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if(Minecraft.getInstance().isSameThread() && !needModelDataRefresh.isEmpty()) {
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// Refresh the given chunk, and all its neighbors. This is less efficient than the default code
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// but we have no choice since we need to not do refreshing on workers, and blocks might
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// try to access model data in neighboring chunks.
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