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ContextI'm coming up with ways for SIGILS to reduce the number of As I was thinking about this, I had a somewhat evil thought: The questionWhat would happen if I set up a cluster of CC computers hooked up to a network, then when a master computer needed to get the item details of a huge number of inventory slots, asked the computer cluster to retrieve these item details, to bypass the concurrent event limit for each individual computer? Obviously this is inadvisable, but I'm curious whether the execution of this would somehow fail, or what the performance impact on the Minecraft server would be. Also, I'm curious how the |
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I think your solution would work, tho i question need to query To decrease amount of details calls you have to make I would suggest creating cache of ItemDetails data, that used item name + nbthash of item to store Details of unique item into file (if details other then count change, nbthash would change too, so it would be different item to such cache). That way, if your system interacted with item it already seen before, it can use item name + nbthash you get from single As for why |
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I think your solution would work, tho i question need to query
getItemDetails()this many times?To decrease amount of details calls you have to make I would suggest creating cache of ItemDetails data, that used item name + nbthash of item to store Details of unique item into file (if details other then count change, nbthash would change too, so it would be different item to such cache). That way, if your system interacted with item it already seen before, it can use item name + nbthash you get from single
list()call to retrieve item details from your locally stored cache, without needing to wait for CC to get this data from world on next world tick. It would mean instead of needing to g…