Closed benreid24 closed 8 months ago
Updated the approach to simply bail early instead of rebuilding the networks multiple times from cached state. This approach may cause issues if there are legitimate scenarios where a wire can be removed from an unloaded chunk, but I can't think of how that would occur besides on world shutdown.
These changes work for me
Resolves #257
See above issue for problem description.
This PR modifies
WireNetworkImpl
to fetchWire
objects from its own map instead of going to the world state. Doing it this way prevents chunks from being (re)loaded while the world is saving and shutting down, which was causing the infinite loop.Applied the same approach to
PipeNetworkImpl
as pipe networks had the same issue.