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[1.10.2] Performance issue with light moving with the player


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Posted

When an entity is wearing an special helmet, I want to create light around him.

 

I got big performance issue with this code

 

@SubscribeEvent
    public void onEntityUpdate(LivingEvent.LivingUpdateEvent event) {
        // Add invisible light block if the entity moving hold a torch helmet
        if (event.getEntity() != null
                && event.getEntity().getEntityWorld() != null
                && !event.getEntity().getEntityWorld().isRemote
                && event.getEntity().getArmorInventoryList() != null) {
            for (ItemStack itemStack : event.getEntity().getArmorInventoryList()) {
                if (itemStack != null
                        && itemStack.getItem() != null
                        && itemStack.getItem() == ItemsRegistry.torch_helmet) {
                    NBTTagCompound lastLightCompound = itemStack.getSubCompound(MYMOD.MODID + ":last_invisible_light", true);
                    BlockPos entityPos = event.getEntity().getPosition();
                    BlockPos newLightPos = new BlockPos(MathHelper.floor_double(entityPos.getX()), MathHelper.floor_double(entityPos.getY()), MathHelper.floor_double(entityPos.getZ()));
                    newLightPos = newLightPos.add(0, 1, 0);
                    if (event.getEntity().getEntityWorld().getBlockState(newLightPos).getLightValue() < 10) {
                        if (lastLightCompound.hasKey("x")
                                && lastLightCompound.hasKey("y")
                                && lastLightCompound.hasKey("z")) {
                            BlockPos lastLightPos = new BlockPos(lastLightCompound.getInteger("x"), lastLightCompound.getInteger("y"), lastLightCompound.getInteger("z"));
                            if (newLightPos != lastLightPos
                                    && event.getEntity().getEntityWorld().getBlockState(lastLightPos) == BlocksRegistry.invisibleLight.getDefaultState()) {
                                event.getEntity().getEntityWorld().setBlockToAir(lastLightPos);
                            }
                        }
                        lastLightCompound.setInteger("x", newLightPos.getX());
                        lastLightCompound.setInteger("y", newLightPos.getY());
                        lastLightCompound.setInteger("z", newLightPos.getZ());
                        if (event.getEntity().getEntityWorld().isAirBlock(newLightPos)) {
                            event.getEntity().getEntityWorld().setBlockState(newLightPos, BlocksRegistry.invisibleLight.getDefaultState());
                        }
                    }
                    break;
                }
            }
        }
    }

 

Should I

  • use another event ?
  • improve my conditions ?
  • prevent the code to be called more than x times by second ?
  • something else ?

Posted

I'd actually abandon the event-way fully, and place a custom, intangible block with light-level near/in the player.

I have a Lantern that places a block with an associated tile, that keeps track if the block should exist or not, if the player holds the lantern or moves away. You can see my code here: https://github.com/Matryoshika/Underworld/blob/master/src/main/java/se/Matryoshika/Underworld/Content/Items/ItemLantern.java

 

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted

I put a intangible glowstone on the player head position when i wear my helmet.

I move my code to onArmorTick and the performance issue is the same.

Did I misunderstood ?

Posted

Alternatively, like this

 

https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java

 

(Don't mind the class not actually being an Item, it uses the same methods).

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.

Posted

Alternatively, like this

 

https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java

 

(Don't mind the class not actually being an Item, it uses the same methods).

 

Actually I already looked at your code and use it to create mine. I don't understand why mine is so performance heavy ?

 

And since you are here, I don't understand this part

int d = (nlx - lx)*(nlx - lx)+(nly - ly)*(nly - ly)+(nlz - lz)*(nlz - lz);
				if(world.getBlockLightValue(nlx,nly,nlz) < 10) {
					if(d > 13) {
						//updating lighting info isn't fast 
						if(ly >= 0 && ly < 256 && world.getBlock(lx, ly, lz) == BlockLight.instance) {
							world.setBlockToAir(lx, ly, lz);
							//System.out.println("Removed: " + lx + "," + ly + "," + lz);
						}
						//Set the light block at the player's feet (if possible)
						setLightBlock = true;
}

 

EDIT : Same problem with this implementation inside my helmet item

@Override
    public void onUpdate(ItemStack stack, World world, Entity entity, int itemSlot, boolean isSelected) {
        // Add invisible light block if the entity moving wear a tanned leather legs
        if (!world.isRemote
                && isHelmetOn(entity)) {
            NBTTagCompound lastLightCompound = stack.getSubCompound(MYMOD.MODID + ":last_invisible_light", true);
            BlockPos entityPos = entity.getPosition();
            BlockPos newLightPos = new BlockPos(MathHelper.floor_double(entityPos.getX()), MathHelper.floor_double(entityPos.getY()), MathHelper.floor_double(entityPos.getZ()));
            newLightPos = newLightPos.add(0, 1, 0);
            if (world.getBlockState(newLightPos).getLightValue() < 10) {
                if (lastLightCompound.hasKey("x")
                        && lastLightCompound.hasKey("y")
                        && lastLightCompound.hasKey("z")) {
                    BlockPos lastLightPos = new BlockPos(lastLightCompound.getInteger("x"), lastLightCompound.getInteger("y"), lastLightCompound.getInteger("z"));
                    if (newLightPos != lastLightPos
                            && world.getBlockState(lastLightPos) == BlocksRegistry.invisibleLight.getDefaultState()) {
                        world.setBlockToAir(lastLightPos);
                    }
                }
                lastLightCompound.setInteger("x", newLightPos.getX());
                lastLightCompound.setInteger("y", newLightPos.getY());
                lastLightCompound.setInteger("z", newLightPos.getZ());
                if (world.isAirBlock(newLightPos)) {
                    world.setBlockState(newLightPos, BlocksRegistry.invisibleLight.getDefaultState());
                }
            }
        }
    }

Posted

Ok, so I implemented your code this way.

It's basically a copy paste of your code inside the onUpdate of my helmet item.

 

@Override
    public void onUpdate(ItemStack stack, World world, Entity entity, int itemSlot, boolean isSelected) {
        // Add invisible light block if the entity moving wear a tanned leather legs
       if(!world.isRemote && isHelmetOn(entity)) {
            NBTTagCompound lightCompound = stack.getSubCompound(LeatherArmorOverhaul.MODID + ":last_invisible_light", true);
            int lx = lightCompound.getInteger("lastLightX");
            int ly = lightCompound.getInteger("lastLightY");
            int lz = lightCompound.getInteger("lastLightZ");
            BlockPos lastLightPos = new BlockPos(lx, ly, lz);

            if(entity instanceof EntityPlayer) {

                int nlx = MathHelper.floor_double(entity.posX);
                int nly = MathHelper.floor_double(entity.posY);
                int nlz = MathHelper.floor_double(entity.posZ);
                BlockPos newLightPos = new BlockPos(nlx, nly, nlz);
                boolean setLightBlock = false;

                if(nlx != lx || nly != ly || nlz != lz) {
                    int d = (nlx - lx)*(nlx - lx)+(nly - ly)*(nly - ly)+(nlz - lz)*(nlz - lz);
                    if(world.getBlockState(newLightPos).getLightValue() < 10) {
                        if(d > 13) {
                            //updating lighting info isn't fast 
                            if(ly >= 0 && ly < 256 && world.getBlockState(lastLightPos) == BlocksRegistry.invisibleLight.getDefaultState()) {
                                world.setBlockToAir(lastLightPos);
                                //System.out.println("Removed: " + lx + "," + ly + "," + lz);
                            }
                            //Set the light block at the player's feet (if possible)
                            setLightBlock = true;
                        }
                        else {
                            if(world.getBlockState(lastLightPos) != BlocksRegistry.invisibleLight.getDefaultState()) {

                                if(world.isAirBlock(lastLightPos)) {
                                    //Reset the block if it disappeared
                                    world.setBlockState(lastLightPos, BlocksRegistry.invisibleLight.getDefaultState());
                                }
                                else {
                                    //Set the new light block at the player's feet (if possible)
                                    setLightBlock = true;
                                }
                            }
                        }
                    }

                    if(setLightBlock && nly >= 0 && nly < 256 && world.isAirBlock(newLightPos)) {
                        world.setBlockState(newLightPos, BlocksRegistry.invisibleLight.getDefaultState());
                        lightCompound.setInteger("lastLightX",nlx);
                        lightCompound.setInteger("lastLightY",nly);
                        lightCompound.setInteger("lastLightZ",nlz);
                    }
                }
            }
        }
    }

 

Result: same. I lose ~10 fps when I wear the helmet.

Conclusion: everybody as the same problem or it the block I am using that cause this drop in performance.

 

Here is my invisible light block implementation :

 

public class InvisibleLight extends Block {

    public InvisibleLight() {
        super(Material.AIR);
        setUnlocalizedName("invisible_light_block");
        setRegistryName("invisible_light_block");
        setCreativeTab(null);
        setHardness(0);
        setResistance(0);
    }

    // Black outline
    @Override
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {
        return null;
    }

    @Nullable
    @Override
    public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) {
        return null;
    }

    @Override
    public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) {
        return false;
    }

    @Override
    public int getLightOpacity(IBlockState state, IBlockAccess world, BlockPos pos) {
        return 0;
    }

    @Override
    public int getLightValue(IBlockState state) {
        return 15;
    }

    @Override
    public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn) {
    }

    @Nullable
    @Override
    public RayTraceResult collisionRayTrace(IBlockState blockState, World worldIn, BlockPos pos, Vec3d start, Vec3d end) {
        return null;
    }

    @SideOnly(Side.CLIENT)
    @Override
    public BlockRenderLayer getBlockLayer() {
        return BlockRenderLayer.CUTOUT;
    }

    @Override
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }
}

Posted

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.

Posted

As I said, I haven't done performance checks on it in a long time. I'm not even actively developing that mod any more.

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.

Posted

Ah, you're talking about FPS performance issues. Didn't specify FPS before.

I got big performance issue with this code

 

Well, constantly updating light-values, in a large-ish area (what is it, 7 blocks out in all directions?) will take its toll.

It's a caveat with Minecraft's rendering. AtomicStryker, creator of the mod Dynamic Lights, had to turn it into a CoreMod (Actually editing source-code) to optimize, last I checked. You can see his works here: https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/tree/1.10

 

On another note: I thought your issue stemmed more from TPS/freezing client initially, which is why I adviced you to do all of this in the item itself, instead of using an event.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted

If you don't move your lightsource very often, you cut down on lighting updates.  That's why the light effect in Artifacts only moves it when the light level drops below 10 at the player's current position.

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.

Posted

Sorry, I forget to add FPS in my first post.

 

Event with moving the light source only when the player is below light level 10 drop FPS. And it make fast movement ugly, the light source doing jumps.

 

Thanks for the help. I don't think it's possible to do without a core mod, so I drop the idea.

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