Jump to content

Recommended Posts

Posted

So one of the big justifications I get given for chunk loaders on servers (and also iirc the reason things like the buildcraft quarry chunk load) is that a lot of the automation stuff can break in horrible ways if the server has some of the chunks loaded, but not others (e.g. loads a chunk containing buildcraft combustion engines, but not the chunks containing the buildcraft water pumps that stop them exploding).

 

So my idea is basically to merge a bunch of adjacent chunks into some kind of dependency group, and make forge load and unload them all at the same time (at least on the server, don't think it matters for the client too much?).

 

 

Using the chunk loaded event I can check my dependency data, and with ForgeChunkManager can force any chunks I want to also load.

 

However my issue is how to know when my force load "ticket" is the only thing keeping all the chunks in question loaded (the players have moved away).

Like a "Ticket.isActivelyForcingChunkLoad(x,z)" method? I looked through the code, and couldn't really see anyway to determine that. The only thing I did find was in ChunkProviderServer.unloadQueuedChunks which I guess if chunksToUnload contains all the chunks that would normally be unloaded (not entirely certain, can't see how it is populated apart from the no players unloadAll case) I could in theory check to see if all my chunks are in that set, and then delete my ticket if they are. But there does not seem to any forge hook at that location for me to do so...

 

So any other ways to check the chunk unload conditions / states?

Posted

You can use the ChunkUnloadEvent, I assume.

Check that the chunk is in a group,

 

if(all chunks in this group are in the "waiting unload" list)

{ unload the group}

else

{add the chunk to the "waiting unload" list}.

Posted

What event exactly are you thinking of? I searched through all the sources/api's I have and only came across org.bukkit.event.world.ChunkUnloadEvent, which obviously isn't useable for a forge mod.

 

Forge has a net.minecraftforge.event.world.ChunkEvent.Unload but this is only sent if the chunk is really being unloaded (from ChunkProviderServer in the loop after the force load check loop), it also doesn't say what other chunks are being unloaded, and has no way to cancel the unload (I guess to prevent mods from working around the ticket/limit system since seems forge has gone with not trusting mods in that regard?).

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.