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Force the Client To Load a Distant Chunk


thebest108

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If I wanted to send the Minecraft client a chunk that's thousands of blocks away (in the same world), as well as send that player all the update packets that come out of said chunk, how would I go about doing this?

 

*Key Note: Its pretty important that this Chunk is in the same dimension as the player it's being sent to

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You might want to take a look at what Looking Glass does

https://github.com/XCompWiz/LookingGlass

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Very cool. If I understand the mod, a "camera" stands in for a player so that chunks load and run. The real player can see some of what the camera sees (reminds me of the "Wizard Eye" spell in D&D).

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Very cool. If I understand the mod, a "camera" stands in for a player so that chunks load and run. The real player can see some of what the camera sees (reminds me of the "Wizard Eye" spell in D&D).

 

Sorta.

Looking Glass works across dimensions, too, which isn't possible with just a basic stand in (the client only knows about 1 World).

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What about mod compatibility though, how can it properly render machines and such when the packets sent to the client often use Minecraft.theWorld to set things? despite those packets being for a different world.

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No clue.

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.

 

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What about mod compatibility though, how can it properly render machines and such when the packets sent to the client often use Minecraft.theWorld to set things? despite those packets being for a different world.

It seems that it uses own packet system to give the client world information, and the client stores the world to the ProxyWorldManager.

Also if one uses proper rendering pipeline, there won't be compatibility issue.

 

..Though it also looks like that it might have severe performance issue.

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- There is no (proper) way to intercept packets sent with sendToAllAround, so mod effects caused by that won't work

But how about hooking into packet pipeline with custom

ChannelHandlerAdapter

? Or is this not a proper way?

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