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[1.7.10] Lag with Chunk.Load event For discovery of new Biomes


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            What i'm trying to do is create a List of the loaded biomes in that world as well as a list of all the loaded biomes inside the player(s) render distance. So what did was create an event class that uses the Chunk.Load event and find new biomes.

 

CLASS;

 package src.IVWeather.sideWorldHandlers;

import java.util.ArrayList;
import java.util.List;

import src.IVWeather.biome.BiomeTemperatureIndex;
import src.IVWeather.entity.EntityWeatherAirmass;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import net.minecraft.entity.passive.EntityChicken;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.IChatComponent;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeCache;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.chunk.Chunk;
import net.minecraftforge.client.event.RenderGameOverlayEvent.Chat;
import net.minecraftforge.event.terraingen.BiomeEvent;
import net.minecraftforge.event.world.ChunkEvent;
import net.minecraftforge.event.world.ChunkEvent.Load;

public class ChunkLoadHandler {

public List LoadedBiomes = new ArrayList();

public ChunkLoadHandler() {
	super();
}

Chunk chunk;
World worldObj;

@SubscribeEvent
public void eventSpawnAirmassOnLoad(ChunkEvent.Load event) {

			int blockX = event.getChunk().xPosition << 4;
			int blockZ = event.getChunk().zPosition << 4;
				BiomeGenBase bgb = event.world.getBiomeGenForCoords(blockX, blockZ);
				BiomeGenBase bgb1;
		System.out.println(bgb.getClass().getName());
	if(LoadedBiomes.size() == 0) {

			this.LoadedBiomes.add(bgb);
			System.out.println("ADDED BIOME TO LOAD LIST");
		}else{
			for(int w = 0; w < this.LoadedBiomes.size(); w++) {

				BiomeGenBase iLikeFire = (BiomeGenBase) LoadedBiomes.get(w);

				if(iLikeFire != bgb) {

					this.LoadedBiomes.add(bgb);
					System.out.println("ADDED BIOME TO LOAD LIST");

				}
			}
		}
	}



}

 

This causes noticeable lag in the world and I would like to do something to reduce the lag.

 

Thank You for reading

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That is not how you make an array of unique objects.

 

indexOf() and contains() exist, use them.

 

Secondly, you add a copy of the biome to the array for every non-matching entry, so your method doubly fails the "unique instances only" requirement:

 

array = {plains, mountains}
newBiome = plains
//loop
does newBiome == plains? yes.  next
does newBiome == mountains?  no, add it to array
//end loop
array = {plains, mountains, plains}

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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Ok. Optimizations:

- Store the biomes as a HashSet, much more efficient than a List.

 

- Don't store the biomes in the event handler, use WorldSavedData to attach data to a world and IExtendedEntityProperties to attach data to a player

 

- Don't use getBiomeGenForCoords, it has unnecessary bounds checking. Use chunk.getBiomeArray, that gives a byte[] of all biomeIDs in that chunk, with possible duplicates (hence a Set instead of a List). Iterate that array and add all BiomeGenBases (To turn the biomeID into the BiomeGenBase use BiomeGenBase.getBiome(id)

 

- For the view-distance thing you need to use ChunkWatchEvent.

 

- Make sure to also unload from your set! Currently you just add to it.

 

Also: Why do you need this? What is the end goal? Might be achievable in an easier fashion.

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