core: some fixes
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@@ -13,6 +13,7 @@ local Globals = require(script.Parent:WaitForChild("Globals"))
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local remote = game:GetService("ReplicatedStorage"):WaitForChild("RecieveChunkPacket")
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local tickremote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
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local Players = game:GetService("Players")
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local ChunkFolder = Instance.new("Folder")
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ChunkFolder.Name = "$blockscraft_client"
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@@ -23,7 +24,7 @@ local CHUNK_RADIUS = Globals.RenderDistance or 5
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local LOAD_BATCH = Globals.LoadBatch or 8
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local RESYNC_INTERVAL = Globals.ResyncInterval or 5
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local RESYNC_RADIUS = Globals.ResyncRadius or 2
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local DEBUG_RESYNC = true
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local DEBUG_RESYNC = false
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local FORCELOAD_CHUNKS = {
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{0, 1, 0}
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}
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@@ -35,7 +36,11 @@ local lastChunkKey: string? = nil
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local lastHeavyTick = 0
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local HEAVY_TICK_INTERVAL = 1.5
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local lastUnloadSweep = 0
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local UNLOAD_SWEEP_INTERVAL = 1.5
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local UNLOAD_SWEEP_INTERVAL = 3 -- slower sweep cadence
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local MAX_LOADED_CHUNKS = 0
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local SPAWN_CHUNK_KEY: string? = nil
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local playerFrozen = false
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local storedMovementState = nil
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local function worldToChunkCoord(v: number): number
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return math.floor((v + 16) / 32)
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@@ -53,6 +58,11 @@ do
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table.sort(CHUNK_OFFSETS, function(a, b)
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return a[4] < b[4]
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end)
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MAX_LOADED_CHUNKS = math.max(1, math.floor(#CHUNK_OFFSETS * 2)) -- tighter cap than full render cube
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if FORCELOAD_CHUNKS[1] then
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local forced = FORCELOAD_CHUNKS[1]
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SPAWN_CHUNK_KEY = `{forced[1]},{forced[2]},{forced[3]}`
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end
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end
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function ChunkManager:UnloadAllNow()
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@@ -77,6 +87,126 @@ local function Swait(l)
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end
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end
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local function setCharacterFrozen(shouldFreeze: boolean)
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local player = Players.LocalPlayer
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if not player then
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return
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end
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local character = player.Character
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if not character then
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return
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end
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local humanoid = character:FindFirstChildOfClass("Humanoid")
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local root = character:FindFirstChild("HumanoidRootPart")
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if not humanoid or not root then
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return
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end
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if shouldFreeze == playerFrozen then
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return
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end
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if shouldFreeze then
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if not storedMovementState then
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storedMovementState = {
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walkSpeed = humanoid.WalkSpeed,
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autoRotate = humanoid.AutoRotate,
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}
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if humanoid.UseJumpPower then
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storedMovementState.jumpPower = humanoid.JumpPower
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else
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storedMovementState.jumpHeight = humanoid.JumpHeight
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end
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end
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humanoid.AutoRotate = false
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humanoid.WalkSpeed = 0
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if humanoid.UseJumpPower then
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humanoid.JumpPower = 0
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else
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humanoid.JumpHeight = 0
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end
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root.Anchored = true
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else
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root.Anchored = false
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if storedMovementState then
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humanoid.AutoRotate = storedMovementState.autoRotate
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humanoid.WalkSpeed = storedMovementState.walkSpeed
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if humanoid.UseJumpPower and storedMovementState.jumpPower then
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humanoid.JumpPower = storedMovementState.jumpPower
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elseif storedMovementState.jumpHeight then
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humanoid.JumpHeight = storedMovementState.jumpHeight
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end
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end
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storedMovementState = nil
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end
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playerFrozen = shouldFreeze
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end
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local function getLocalPlayerChunkPos()
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local player = Players.LocalPlayer
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if not player then
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return nil
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end
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local character = player.Character
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if not character then
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return nil
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end
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local root = character:FindFirstChild("HumanoidRootPart")
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if not root then
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return nil
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end
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local pos = root.Position
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return {
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x = worldToChunkCoord(pos.X),
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y = worldToChunkCoord(pos.Y),
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z = worldToChunkCoord(pos.Z)
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}
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end
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local function isWithinRenderDistance(chunkPos: Vector3, centerChunkPos): boolean
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if not centerChunkPos then
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return false
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end
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return math.abs(chunkPos.X - centerChunkPos.x) <= CHUNK_RADIUS
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and math.abs(chunkPos.Y - centerChunkPos.y) <= CHUNK_RADIUS
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and math.abs(chunkPos.Z - centerChunkPos.z) <= CHUNK_RADIUS
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end
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local function shouldSkipUnload(key: string): boolean
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return SPAWN_CHUNK_KEY ~= nil and key == SPAWN_CHUNK_KEY
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end
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local function scheduleChunkUnload(key: string, chunk)
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if not chunk or unloadingChunks[key] then
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return
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end
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unloadingChunks[key] = true
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task.defer(function()
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chunk:Unload()
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chunk:Destroy()
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Chunk.AllChunks[key] = nil
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unloadingChunks[key] = nil
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end)
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end
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local function evictOutOfRangeChunks(centerChunkPos)
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if not centerChunkPos then
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return
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end
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local loadedCount = 0
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for key, loadedChunk in pairs(Chunk.AllChunks) do
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if loadedChunk.loaded and not shouldSkipUnload(key) then
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local inRange = isWithinRenderDistance(loadedChunk.pos, centerChunkPos)
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if inRange then
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loadedCount += 1
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if loadedCount > MAX_LOADED_CHUNKS then
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scheduleChunkUnload(key, loadedChunk)
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end
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else
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scheduleChunkUnload(key, loadedChunk)
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end
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end
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end
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end
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function ChunkManager:GetChunk(x, y, z)
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local key = `{x},{y},{z}`
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if Chunk.AllChunks[key] then
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@@ -112,7 +242,10 @@ local function ensureNeighboringChunksLoaded(x, y, z)
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for _, offset in ipairs(offsets) do
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local nx, ny, nz = x + offset[1], y + offset[2], z + offset[3]
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ChunkManager:GetChunk(nx, ny, nz):Tick()
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local neighbor = ChunkManager:GetChunk(nx, ny, nz)
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if neighbor then
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neighbor:Tick()
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end
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end
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end
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@@ -136,6 +269,7 @@ function ChunkManager:LoadChunk(x, y, z)
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chunk.instance = instance
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chunk.loaded = true
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unloadingChunks[key] = nil
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evictOutOfRangeChunks(getLocalPlayerChunkPos())
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end)
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end
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@@ -251,7 +385,7 @@ end
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function ChunkManager:Tick()
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ChunkManager:ForceTick()
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local player = game:GetService("Players").LocalPlayer
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local player = Players.LocalPlayer
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if not player.Character then
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return
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end
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@@ -263,6 +397,7 @@ function ChunkManager:Tick()
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z = worldToChunkCoord(pos.Z)
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}
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local ck = `{chunkPos.x},{chunkPos.y},{chunkPos.z}`
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local currentChunk = Chunk.AllChunks[ck]
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local now = tick()
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local shouldHeavyTick = (ck ~= lastChunkKey) or (now - lastHeavyTick >= HEAVY_TICK_INTERVAL)
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lastChunkKey = ck
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@@ -270,26 +405,29 @@ function ChunkManager:Tick()
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lastHeavyTick = now
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end
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setCharacterFrozen(not (currentChunk and currentChunk.loaded))
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if shouldHeavyTick then
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task.defer(function()
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local processed = 0
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for _, offset in ipairs(CHUNK_OFFSETS) do
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local cx, cy, cz = chunkPos.x + offset[1], chunkPos.y + offset[2], chunkPos.z + offset[3]
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local chunk = ChunkManager:GetChunk(cx, cy, cz)
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chunk.inhabitedTime = now
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if not chunk.loaded then
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ChunkManager:LoadChunk(cx, cy, cz)
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processed += 1
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if processed % LOAD_BATCH == 0 then
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Swait(1)
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if chunk then
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chunk.inhabitedTime = now
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if not chunk.loaded then
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ChunkManager:LoadChunk(cx, cy, cz)
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processed += 1
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if processed % LOAD_BATCH == 0 then
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Swait(1)
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end
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end
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end
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end
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end)
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else
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local current = Chunk.AllChunks[ck]
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if current then
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current.inhabitedTime = now
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if currentChunk then
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currentChunk.inhabitedTime = now
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end
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end
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@@ -318,14 +456,8 @@ function ChunkManager:Tick()
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if now - lastUnloadSweep >= UNLOAD_SWEEP_INTERVAL then
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lastUnloadSweep = now
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for key, loadedChunk in pairs(Chunk.AllChunks) do
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if now - loadedChunk.inhabitedTime > 15 and not unloadingChunks[key] then
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unloadingChunks[key] = true
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task.defer(function()
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loadedChunk:Unload()
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loadedChunk:Destroy()
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Chunk.AllChunks[key] = nil
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unloadingChunks[key] = nil
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end)
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if now - loadedChunk.inhabitedTime > 30 and not unloadingChunks[key] and not shouldSkipUnload(key) then -- keep chunks around longer before unloading
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scheduleChunkUnload(key, loadedChunk)
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end
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end
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end
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