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1.6.2 Entity Help - Massive Lag Spikes


gristly
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So I've added a new entity to the game that is like the boat, but it travels on land. It's not finished yet, and theres still some code in it from the boat classes that I don't want to keep, however this issue if preventing me from working on it farther. I mod on my laptop, which isn't the best one in the world, only 3gb RAM, but most of the time it can run eclipse, two clients, and a server with my mod, if I have the graphics at minimum and I change the JVM arguments to allot more RAM. Anyway, after I added the Speeder, everything seemed fine so I created a test world, just on a single client now, to try it out. Everything was going fine until I placed one of the Speeders in the world with an item I created to spawn it in. It doesnt crash, no error, but my CPU use spikes to 100% and the game just sort of freezes. I left it for 10 minutes and it changed frames once. I'll post my src, and hopefully someone can tell me why this entity causes so much lag :D

 

Entity Class:

 

 

package MCFuture.entity;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;

public class EntitySpeeder extends Entity
{
    private boolean field_70279_a;
    private double speedMultiplier;
    private int boatPosRotationIncrements;
    private double boatX;
    private double boatY;
    private double boatZ;
    private double boatYaw;
    private double boatPitch;
    @SideOnly(Side.CLIENT)
    private double velocityX;
    @SideOnly(Side.CLIENT)
    private double velocityY;
    @SideOnly(Side.CLIENT)
    private double velocityZ;

    public EntitySpeeder(World par1World)
    {
        super(par1World);
        this.field_70279_a = true;
        this.speedMultiplier = 0.07D;
        this.preventEntitySpawning = true;
        this.setSize(1.5F, 0.6F);
        this.yOffset = this.height / 2.0F;
    }

   
   
    protected void entityInit()
    {
        this.dataWatcher.addObject(17, new Integer(0));
        this.dataWatcher.addObject(18, new Integer(1));
        this.dataWatcher.addObject(19, new Float(0.0F));
    }

    /**
     * Returns a boundingBox used to collide the entity with other entities and blocks. This enables the entity to be
     * pushable on contact, like boats or minecarts.
     */
    public AxisAlignedBB getCollisionBox(Entity par1Entity)
    {
        return par1Entity.boundingBox;
    }

    /**
     * returns the bounding box for this entity
     */
    public AxisAlignedBB getBoundingBox()
    {
        return this.boundingBox;
    }

    /**
     * Returns true if this entity should push and be pushed by other entities when colliding.
     */
    public boolean canBePushed()
    {
        return true;
    }

    public EntitySpeeder(World par1World, double par2, double par4, double par6)
    {
        this(par1World);
        this.setPosition(par2, par4 + (double)this.yOffset, par6);
        this.motionX = 0.0D;
        this.motionY = 0.0D;
        this.motionZ = 0.0D;
        this.prevPosX = par2;
        this.prevPosY = par4;
        this.prevPosZ = par6;
    }

    /**
     * Returns the Y offset from the entity's position for any entity riding this one.
     */
    public double getMountedYOffset()
    {
        return (double)this.height * 0.0D - 0.30000001192092896D;
    }

    /**
     * Called when the entity is attacked.
     */
    public boolean attackEntityFrom(DamageSource par1DamageSource, float par2)
    {
        if (this.isEntityInvulnerable())
        {
            return false;
        }
        else if (!this.worldObj.isRemote && !this.isDead)
        {
            this.setForwardDirection(-this.getForwardDirection());
            this.setTimeSinceHit(10);
            this.setDamageTaken(this.getDamageTaken() + par2 * 10.0F);
            this.setBeenAttacked();
            boolean flag = par1DamageSource.getEntity() instanceof EntityPlayer && ((EntityPlayer)par1DamageSource.getEntity()).capabilities.isCreativeMode;

            if (flag || this.getDamageTaken() > 40.0F)
            {
                if (this.riddenByEntity != null)
                {
                    this.riddenByEntity.mountEntity(this);
                }

                if (!flag)
                {
                    this.dropItemWithOffset(Item.boat.itemID, 1, 0.0F);
                }

                this.setDead();
            }

            return true;
        }
        else
        {
            return true;
        }
    }

    @SideOnly(Side.CLIENT)

    /**
     * Setups the entity to do the hurt animation. Only used by packets in multiplayer.
     */
    public void performHurtAnimation()
    {
        this.setForwardDirection(-this.getForwardDirection());
        this.setTimeSinceHit(10);
        this.setDamageTaken(this.getDamageTaken() * 11.0F);
    }

    /**
     * Returns true if other Entities should be prevented from moving through this Entity.
     */
    public boolean canBeCollidedWith()
    {
        return !this.isDead;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
     * posY, posZ, yaw, pitch
     */
    public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
    {
        if (this.field_70279_a)
        {
            this.boatPosRotationIncrements = par9 + 5;
        }
        else
        {
            double d3 = par1 - this.posX;
            double d4 = par3 - this.posY;
            double d5 = par5 - this.posZ;
            double d6 = d3 * d3 + d4 * d4 + d5 * d5;

            if (d6 <= 1.0D)
            {
                return;
            }

            this.boatPosRotationIncrements = 3;
        }

        this.boatX = par1;
        this.boatY = par3;
        this.boatZ = par5;
        this.boatYaw = (double)par7;
        this.boatPitch = (double)par8;
        this.motionX = this.velocityX;
        this.motionY = this.velocityY;
        this.motionZ = this.velocityZ;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the velocity to the args. Args: x, y, z
     */
    public void setVelocity(double par1, double par3, double par5)
    {
        this.velocityX = this.motionX = par1;
        this.velocityY = this.motionY = par3;
        this.velocityZ = this.motionZ = par5;
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        super.onUpdate();

        if (this.getTimeSinceHit() > 0)
        {
            this.setTimeSinceHit(this.getTimeSinceHit() - 1);
        }

        if (this.getDamageTaken() > 0.0F)
        {
            this.setDamageTaken(this.getDamageTaken() - 1.0F);
        }

        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;
        byte b0 = 5;
        double d0 = 0.0D;

        for (int i = 0; i < b0; ++i)
        { 
        	double var5 = this.boundingBox.minY + (this.boundingBox.maxY - this.boundingBox.minY) * (double)(i + 0) / (double)i - 0.125D;
        	double var7 = this.boundingBox.minY + (this.boundingBox.maxY - this.boundingBox.minY) * (double)(i + 1) / (double)i - 0.125D;
        	AxisAlignedBB axisalignedbb = AxisAlignedBB.getBoundingBox(this.boundingBox.minX, var5, this.boundingBox.minZ, this.boundingBox.maxX, var7, this.boundingBox.maxZ);
            if (this.worldObj.isAABBInMaterial(axisalignedbb, Material.air))
            {
                d0 += 1.0D / (double)b0;
            }
        }

        double d3 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
        double d4;
        double d5;

        if (d3 > 0.26249999999999996D)
        {
            d4 = Math.cos((double)this.rotationYaw * Math.PI / 180.0D);
            d5 = Math.sin((double)this.rotationYaw * Math.PI / 180.0D);

            for (int j = 0; (double)j < 1.0D + d3 * 60.0D; ++j)
            {
                double d6 = (double)(this.rand.nextFloat() * 2.0F - 1.0F);
                double d7 = (double)(this.rand.nextInt(2) * 2 - 1) * 0.7D;
                double d8;
                double d9;

                if (this.rand.nextBoolean())
                {
                    d8 = this.posX - d4 * d6 * 0.8D + d5 * d7;
                    d9 = this.posZ - d5 * d6 * 0.8D - d4 * d7;
                    this.worldObj.spawnParticle("smoke", d8, this.posY - 0.125D, d9, this.motionX, this.motionY, this.motionZ);
                }
                else
                {
                    d8 = this.posX + d4 + d5 * d6 * 0.7D;
                    d9 = this.posZ + d5 - d4 * d6 * 0.7D;
                    this.worldObj.spawnParticle("smoke", d8, this.posY - 0.125D, d9, this.motionX, this.motionY, this.motionZ);
                }
            }
        }

        double d10;
        double d11;

        if (this.worldObj.isRemote && this.field_70279_a)
        {
            if (this.boatPosRotationIncrements > 0)
            {
                d4 = this.posX + (this.boatX - this.posX) / (double)this.boatPosRotationIncrements;
                d5 = this.posY + (this.boatY - this.posY) / (double)this.boatPosRotationIncrements;
                d11 = this.posZ + (this.boatZ - this.posZ) / (double)this.boatPosRotationIncrements;
                d10 = MathHelper.wrapAngleTo180_double(this.boatYaw - (double)this.rotationYaw);
                this.rotationYaw = (float)((double)this.rotationYaw + d10 / (double)this.boatPosRotationIncrements);
                this.rotationPitch = (float)((double)this.rotationPitch + (this.boatPitch - (double)this.rotationPitch) / (double)this.boatPosRotationIncrements);
                --this.boatPosRotationIncrements;
                this.setPosition(d4, d5, d11);
                this.setRotation(this.rotationYaw, this.rotationPitch);
            }
            else
            {
                d4 = this.posX + this.motionX;
                d5 = this.posY + this.motionY;
                d11 = this.posZ + this.motionZ;
                this.setPosition(d4, d5, d11);

                if (this.onGround)
                {
                    this.motionX *= 0.5D;
                    this.motionY *= 0.5D;
                    this.motionZ *= 0.5D;
                }

                this.motionX *= 0.9900000095367432D;
                this.motionY *= 0.949999988079071D;
                this.motionZ *= 0.9900000095367432D;
            }
        }
        else
        {
            if (d0 < 1.0D)
            {
                d4 = d0 * 2.0D - 1.0D;
                this.motionY += 0.03999999910593033D * d4;
            }
            else
            {
                if (this.motionY < 0.0D)
                {
                    this.motionY /= 2.0D;
                }

                this.motionY += 0.007000000216066837D;
            }

            if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityLivingBase)
            {
                d4 = (double)((EntityLivingBase)this.riddenByEntity).moveForward;

                if (d4 > 0.0D)
                {
                    d5 = -Math.sin((double)(this.riddenByEntity.rotationYaw * (float)Math.PI / 180.0F));
                    d11 = Math.cos((double)(this.riddenByEntity.rotationYaw * (float)Math.PI / 180.0F));
                    this.motionX += d5 * this.speedMultiplier * 0.05000000074505806D;
                    this.motionZ += d11 * this.speedMultiplier * 0.05000000074505806D;
                }
            }

            d4 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);

            if (d4 > 0.35D)
            {
                d5 = 0.35D / d4;
                this.motionX *= d5;
                this.motionZ *= d5;
                d4 = 0.35D;
            }

            if (d4 > d3 && this.speedMultiplier < 0.35D)
            {
                this.speedMultiplier += (0.35D - this.speedMultiplier) / 35.0D;

                if (this.speedMultiplier > 0.35D)
                {
                    this.speedMultiplier = 0.35D;
                }
            }
            else
            {
                this.speedMultiplier -= (this.speedMultiplier - 0.07D) / 35.0D;

                if (this.speedMultiplier < 0.07D)
                {
                    this.speedMultiplier = 0.07D;
                }
            }

            if (this.inWater)
            {
                this.motionX *= 0.5D;
                this.motionY *= 0.5D;
                this.motionZ *= 0.5D;
            }

            this.moveEntity(this.motionX, this.motionY, this.motionZ);

            if (this.isCollidedHorizontally && d3 > 0.2D)
            {
                if (!this.worldObj.isRemote && !this.isDead)
                {
                    this.setDead();
                    int k;

                    for (k = 0; k < 3; ++k)
                    {
                        this.dropItemWithOffset(Block.planks.blockID, 1, 0.0F);
                    }

                    for (k = 0; k < 2; ++k)
                    {
                        this.dropItemWithOffset(Item.stick.itemID, 1, 0.0F);
                    }
                }
            }
            else
            {
                this.motionX *= 0.9900000095367432D;
                this.motionY *= 0.949999988079071D;
                this.motionZ *= 0.9900000095367432D;
            }

            this.rotationPitch = 0.0F;
            d5 = (double)this.rotationYaw;
            d11 = this.prevPosX - this.posX;
            d10 = this.prevPosZ - this.posZ;

            if (d11 * d11 + d10 * d10 > 0.001D)
            {
                d5 = (double)((float)(Math.atan2(d10, d11) * 180.0D / Math.PI));
            }

            double d12 = MathHelper.wrapAngleTo180_double(d5 - (double)this.rotationYaw);

            if (d12 > 20.0D)
            {
                d12 = 20.0D;
            }

            if (d12 < -20.0D)
            {
                d12 = -20.0D;
            }

            this.rotationYaw = (float)((double)this.rotationYaw + d12);
            this.setRotation(this.rotationYaw, this.rotationPitch);

            if (!this.worldObj.isRemote)
            {
                List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.expand(0.20000000298023224D, 0.0D, 0.20000000298023224D));
                int l;

                if (list != null && !list.isEmpty())
                {
                    for (l = 0; l < list.size(); ++l)
                    {
                        Entity entity = (Entity)list.get(l);

                        if (entity != this.riddenByEntity && entity.canBePushed() && entity instanceof EntitySpeeder)
                        {
                            entity.applyEntityCollision(this);
                        }
                    }
                }

                for (l = 0; l < 4; ++l)
                {
                    int i1 = MathHelper.floor_double(this.posX + ((double)(l % 2) - 0.5D) * 0.8D);
                    int j1 = MathHelper.floor_double(this.posZ + ((double)(l / 2) - 0.5D) * 0.8D);

                    for (int k1 = 0; k1 < 2; ++k1)
                    {
                        int l1 = MathHelper.floor_double(this.posY) + k1;
                        int i2 = this.worldObj.getBlockId(i1, l1, j1);

                        if (i2 == Block.snow.blockID)
                        {
                            this.worldObj.setBlockToAir(i1, l1, j1);
                        }
                        else if (i2 == Block.waterlily.blockID)
                        {
                            this.worldObj.destroyBlock(i1, l1, j1, true);
                        }
                    }
                }

                if (this.riddenByEntity != null && this.riddenByEntity.isDead)
                {
                    this.riddenByEntity = null;
                }
            }
        }
    }

    public void updateRiderPosition()
    {
        if (this.riddenByEntity != null)
        {
            double d0 = Math.cos((double)this.rotationYaw * Math.PI / 180.0D) * 0.4D;
            double d1 = Math.sin((double)this.rotationYaw * Math.PI / 180.0D) * 0.4D;
            this.riddenByEntity.setPosition(this.posX + d0, this.posY + this.getMountedYOffset() + this.riddenByEntity.getYOffset(), this.posZ + d1);
        }
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    protected void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {}

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    protected void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {}

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }

    public boolean func_130002_c(EntityPlayer par1EntityPlayer)
    {
        if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityPlayer && this.riddenByEntity != par1EntityPlayer)
        {
            return true;
        }
        else
        {
            if (!this.worldObj.isRemote)
            {
                par1EntityPlayer.mountEntity(this);
            }

            return true;
        }
    }

    /**
     * Sets the damage taken from the last hit.
     */
    public void setDamageTaken(float par1)
    {
        this.dataWatcher.updateObject(19, Float.valueOf(par1));
    }

    /**
     * Gets the damage taken from the last hit.
     */
    public float getDamageTaken()
    {
        return this.dataWatcher.func_111145_d(19);
    }

    /**
     * Sets the time to count down from since the last time entity was hit.
     */
    public void setTimeSinceHit(int par1)
    {
        this.dataWatcher.updateObject(17, Integer.valueOf(par1));
    }

    /**
     * Gets the time since the last hit.
     */
    public int getTimeSinceHit()
    {
        return this.dataWatcher.getWatchableObjectInt(17);
    }

    /**
     * Sets the forward direction of the entity.
     */
    public void setForwardDirection(int par1)
    {
        this.dataWatcher.updateObject(18, Integer.valueOf(par1));
    }

    /**
     * Gets the forward direction of the entity.
     */
    public int getForwardDirection()
    {
        return this.dataWatcher.getWatchableObjectInt(18);
    }

    @SideOnly(Side.CLIENT)
    public void func_70270_d(boolean par1)
    {
        this.field_70279_a = par1;
    }
}

 

 

 

Render Class

 

 

package MCFuture;

import MCFuture.entity.EntitySpeeder;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBoat;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityBoat;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;

@SideOnly(Side.CLIENT)
public class RenderSpeeder extends Render
{
    private static final ResourceLocation field_110782_f = new ResourceLocation("textures/entity/boat.png");

    /** instance of ModelBoat for rendering */
    protected ModelBase modelBoat;

    public RenderSpeeder()
    {
        this.shadowSize = 0.5F;
        this.modelBoat = new ModelSpeeder();
    }

    /**
     * The render method used in RenderBoat that renders the boat model.
     */
    public void renderBoat(EntitySpeeder par1EntityBoat, double par2, double par4, double par6, float par8, float par9)
    {
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        GL11.glRotatef(180.0F - par8, 0.0F, 1.0F, 0.0F);
        float f2 = (float)par1EntityBoat.getTimeSinceHit() - par9;
        float f3 = par1EntityBoat.getDamageTaken() - par9;

        if (f3 < 0.0F)
        {
            f3 = 0.0F;
        }

        if (f2 > 0.0F)
        {
            GL11.glRotatef(MathHelper.sin(f2) * f2 * f3 / 10.0F * (float)par1EntityBoat.getForwardDirection(), 1.0F, 0.0F, 0.0F);
        }

        float f4 = 0.75F;
        GL11.glScalef(f4, f4, f4);
        GL11.glScalef(1.0F / f4, 1.0F / f4, 1.0F / f4);
        this.func_110777_b(par1EntityBoat);
        GL11.glScalef(-1.0F, -1.0F, 1.0F);
        this.modelBoat.render(par1EntityBoat, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        GL11.glPopMatrix();
    }

    protected ResourceLocation func_110781_a(EntitySpeeder par1EntityBoat)
    {
        return field_110782_f;
    }

    protected ResourceLocation func_110775_a(Entity par1Entity)
    {
        return this.func_110781_a((EntitySpeeder)par1Entity);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderBoat((EntitySpeeder)par1Entity, par2, par4, par6, par8, par9);
    }
}

 

 

 

Relevant part of public void load() method in main class:

 

 

EntityRegistry.registerModEntity(EntitySpeeder.class, "speeder", EntityRegistry.findGlobalUniqueEntityId(), this, 128, 1, true);
	 LanguageRegistry.instance().addStringLocalization("Entity.MCFuture.speeder.name", "Speeder");
	 RenderingRegistry.registerEntityRenderingHandler(EntitySpeeder.class, new RenderSpeeder());

 

 

 

Yes, there are a lot of spots where it says boat in argument names xD

I should mention that this was working fine until i changed the bounding box of the entity class.

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if (this.worldObj.isAABBInMaterial(axisalignedbb, Material.air))
            {
                d0 += 1.0D / (double)b0;
            }
//...
if (d0 < 1.0D)
            {
                d4 = d0 * 2.0D - 1.0D;
                this.motionY += 0.03999999910593033D * d4;
            }
            else
            {
                if (this.motionY < 0.0D)
                {
                    this.motionY /= 2.0D;
                }

                this.motionY += 0.007000000216066837D;
            }

So...your thing is going up into the air until it reaches max world height ?

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