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[1.7.10] Detecting the player that loaded a chunk


sickmate

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Is it possible to find out the player that caused a ChunkEvent.Load event? The only solution I've thought of so far is to register a tick handler or scheduled handler that gets the closest player for each recently loaded chunk. I'm curious if there's a better way to do it.

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On chunk load:

read from chunk NBT

if the chunk has never been loaded:

find nearest player within (16 * chunkload radius)

save this to the chunk NBT

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Thanks. So I can get the chunk NBT by subscribing to ChunkDataEvent.Load, however this seems to be triggered all the time, even if a player isn't moving. And I can't see a way to get the NBT directly from a Chunk object.

 

So my thinking is this:

- Store the chunk load player info separately (in WorldSavedData or something else)

- On ChunkEvent.Load, check to see whether it's been loaded before

- If not, find nearest player to the chunk with and save them.

 

Thanks for the help.

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	@SubscribeEvent
public void chunkLoad(ChunkDataEvent.Load event) {
	NBTTagCompound nbt = event.getData();
}

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I know, I've already tested that. As I mentioned above it gets triggered way too often, not just on a chunk load and even periodically when the player is doing absolutely nothing. So making use of ChunkEvent.Load and storing the data myself should be more efficient.

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That's because "save" and "load" events have nothing to do with where the player is or what they're doing.  That's

ChunkEvent.Load

and

ChunkEvent.Unload

, but those events don't give you access to the chunk NBT data.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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