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PlayerSpawnSearch

Struct PlayerSpawnSearch 

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pub(crate) struct PlayerSpawnSearch {
    spawn_suggestion: BlockPos,
    sequence: CandidateSequence,
    next_candidate_index: i32,
    pending: Option<PendingSpawnCandidate>,
    loading: Option<ChunkLoad>,
    fallback: Option<FallbackPass>,
    prefetch: Option<ChunkRequestHandle>,
}
Expand description

Evaluates candidates in vanilla’s order, each once at its turn.

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§spawn_suggestion: BlockPos§sequence: CandidateSequence§next_candidate_index: i32§pending: Option<PendingSpawnCandidate>§loading: Option<ChunkLoad>§fallback: Option<FallbackPass>

Tries safe standing spots before the vanilla height fixup.

§prefetch: Option<ChunkRequestHandle>

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impl PlayerSpawnSearch

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pub(super) fn poll_fallback_pass( &mut self, world: &Arc<World>, budget: &mut PollBudget, ) -> FallbackPoll

Scans the candidate columns for a standing spot, loading one chunk at a time.

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impl PlayerSpawnSearch

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pub(crate) fn new( world: &Arc<World>, spawn_suggestion: BlockPos, game_type: GameType, ) -> Result<Self, String>

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pub(crate) fn with_safe_fallback(self) -> Self

Tries a standing spot that avoids fluid and a ceiling dimension’s roof before the vanilla height fixup.

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fn search_radius( world: &Arc<World>, spawn_suggestion: BlockPos, game_type: GameType, ) -> Option<i32>

The radius, in blocks, of the square searched around spawn_suggestion, or None when the game mode skips the search.

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pub(crate) fn prefetch_spawn_area( world: &Arc<World>, spawn_suggestion: BlockPos, game_type: GameType, ) -> Option<ChunkRequestHandle>

Requests the radius-3 chunk square around spawn_suggestion before the search starts. A search wider than BLOCKS_PER_CHUNK blocks gets no prefetch. See Self::with_prefetch.

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pub(crate) fn with_prefetch(self, prefetch: Option<ChunkRequestHandle>) -> Self

Adopts a request made by Self::prefetch_spawn_area.

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pub(crate) fn poll(&mut self, world: &Arc<World>) -> PlayerSpawnSearchPoll

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pub(crate) fn poll_with_time_budget( &mut self, world: &Arc<World>, time_budget: Duration, ) -> PlayerSpawnSearchPoll

Polls the search, evaluating candidates for about time_budget.

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fn poll_fixup( &mut self, world: &Arc<World>, pending: PendingSpawnCandidate, budget: &mut PollBudget, ) -> PlayerSpawnSearchPoll

Ends a search in which every candidate failed.

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fn chunk_is_held(&self, chunk: ChunkPos) -> bool

Whether the prefetch holds chunk: it is in the square and the tickets are committed.

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fn poll_loading( &mut self, world: &Arc<World>, chunk: ChunkPos, next_scan: i32, ) -> LoadPoll

Reuses a prefetched chunk; otherwise waits for a new request’s tickets to commit.

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fn poll_candidate_chunk( &mut self, world: &Arc<World>, pending: PendingSpawnCandidate, budget: &PollBudget, ) -> Result<ChunkLoad, PlayerSpawnSearchPoll>

Waits for the candidate’s chunk, keeping the load open while the budget is spent.

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fn evaluate_candidate( world: &Arc<World>, index: i32, sequence: &CandidateSequence, ) -> Option<BlockPos>

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const fn next_candidate(&mut self) -> PendingSpawnCandidate

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