[1.5.2] Eclipse has an empty src and 2 Errors
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Ah, it appears I spoke too soon, I still need a little help here. I now have the forceloading working reliably. However, I've realized it's not always the first tick that loads the entity. I've seen it take anywhere from 2-20ish to actually go through, in which time my debugging has revealed that the chunk is loaded, but during which time calling serverLevelIn.getEntity(uuidIn) returns a null result. I suspect this has to do with queuing and how entities are loaded into the game. While not optimal, it's acceptable, and I don't think there's a whole ton I can do to avoid it. However, my concern is that occasionally teleporting an entity in this manner causes a lag spike. It's not every time and gives the appearance of being correlated with when other chunks are loading in. It's also not typically a long spike, but can last a second or two, which is less than ideal. The gist of how I'm summoning is here (although I've omitted some parts that weren't relevant. The lag occurs before the actual summon so I'm pretty confident it's the loading, and not the actual summon call). ChunkPos chunkPos = new ChunkPos(entityPosIn); if (serverLevelIn.areEntitiesLoaded(chunkPos.toLong())) { boolean isSummoned = // The method I'm using for actual summoning is called here. Apart from a few checks, the bulk of it is shown later on. if (isSummoned) { // Code that runs here just notifies the player of the summon, clears it from the queue, and removes the forceload } } else { // I continue forcing the chunk until the summon succeeds, to make sure it isn't inadvertently cleared ForgeChunkManager.forceChunk(serverLevelIn, MODID, summonPosIn, chunkPos.x, chunkPos.z, true, true); } The summon code itself uses serverLevelIn.getEntity(uuidIn) to retrieve the entity, and moves it as such. It is then moved thusly: if (entity.isAlive()) { entity.moveTo(posIn.getX(), posIn.getY(), posIn.getZ()); serverLevelIn.playSound(null, entity, SoundEvents.ENDERMAN_TELEPORT, SoundSource.NEUTRAL, 1.0F, 1.0F); return true; } I originally was calling .getEntity() more frequently and didn't have the check for whether or not entities were loaded in place to prevent unnecessary code calls, but even with those safety measures in place, the lag still persists. Could this just be an issue with 1.18's lack of optimization in certain areas? Is there anything I can do to mitigate it? Is there a performance boosting mod I could recommend alongside my own to reduce the chunk loading lag? At the end of the day, it does work, and I'm putting measures in place to prevent players from abusing the system to cause lag (i.e. each player can only have one queued summon at a time-- trying to summon another replaces the first call). It's also not an unacceptable level of lag, IMO, given the infrequency of such calls, and the fact that I'm providing the option to toggle off the feature if server admins don't want it used. However, no amount of lag is ideal, so if possible I'd love to find a more elegant solution-- or at least a mod recommendation to help improve it. Thanks!
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When i start my forge server its on but when i try to join its come a error Internal Exception: java.lang.OutOfMemoryError: Requested array size exceeds VM limit Server infos: Linux Minecraft version 1.20.1 -Xmx11G -Xms8G
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