Comments (5)
It require rewrite OxygenPressureProtocol.loopThrough() to not use recursion - save list of blocks to go through into linked list. (But heap, where Objects are saved also arent endless, but it is much bigger.) You can try rewrite it.
(I am now also considering try look at problem with unrelieble sealing, it is anoying to build space stations without oxygen in most of rooms.)
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I'm going to see what i can do but i'm not very good coder.
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I have written patch, which overcome Stack overflow, but for maximum length of way from Sealer var5=2000 it works better with current solution. Greater maximum radius of sealer with my solution works, but cause lags. (and room with maximum length of way 1000 is realy big room)
Try it and write how it works for you. It is only set of java sources - copy them to you development eviroment.
https://gist.github.com/honza889/5833688
https://dl.dropboxusercontent.com/u/3377144/GalactiCraft-sealerMaximumPatch.zip
from galacticraft.
I've tested, it work for me, its a good rewrite but it cause many lag for me with var5=2000 and if i break the sealed area it make a huge lag. I've written something like this but it didn't work and i didn't know the function Stack.
from galacticraft.
Unfortunately sealing computation is computationally demanding. When sealer begin sealing in open space (or if somebody breaks the sealed area), this computation must run through fully, which with so big limit cause lag inevitably.
But currently often runs when sealed area wasn't changed.
I suggest:
- Remove method loopThrough and insert its code into nextVec and checkAtVec into nextVecD. (This saves a lot of possible function calling in stack without need of object Stack)
- Cut down calling of checkSeal(), sealArea() and unsealArea() from core.tile.GCCoreTileEntityOxygenSealer (currently is checkSeal() called although sealer is turned off)
I post a patch if I will be successful.
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Related Issues (20)
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