Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

As the title states, I am making my own dimension and having some serious problems getting some simple generation to work. I do mean simple - there's no complicated math, there is a fair bit of blocks, but it's sending FAR too many chunk update packets than makes sense: I can get upwards of 30,000 packets sent if i'm flying in creative!

 

Here is the code:

 

Method that places blocks into the chunk:

 
    public void generateBasicTerrain(Chunk chunk, int par1, int par2)
    {
    	ExtendedBlockStorage[] storageArrays = chunk.getBlockStorageArray();
    	for(int x = 0; x < 16; x++)
    	{
    		for(int z = 0; z < 16; z++)
    		{
    			for(int y = 0; y < SEALEVEL; y++)
    			{
    		        if (y >> 4 >= storageArrays.length || y >> 4 < 0)
    		        {
    		            continue;
    		        }
    		        else
    		        {
        				int i = x + par1;
        				int k = z + par2;
    		            ExtendedBlockStorage var4 = storageArrays[y >> 4];
    		            if(var4 == null)
    		            {
    		            	storageArrays[y >> 4] = new ExtendedBlockStorage(y >> 4 << 4, !theProvider.hasNoSky);
    		            }
    		            if(var4 != null)
    		            {
    	    				if(y < SEALEVEL && y >= SEAGROUNDLEVEL) //ocean
    	    				{
    	    					var4.setExtBlockID(x, y & 15, z, BLOCK_WATER);
    	    				}else
    	    				if(y < SEAGROUNDLEVEL && y >= SEAGROUNDLEVEL - 4) //ocean dirt/stone layer
    	    				{
    	    					if(y == SEAGROUNDLEVEL - 1 || y == SEAGROUNDLEVEL - 2)
    	    					{
    	    						var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT);
    	    					}else
    	    					{
    	    						if(seedRandom.nextInt(Math.min(5, y) - 3) == 0)
    	    						{
    	    							var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT);
    	    						}else
    	    						{
    	    							var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
    	    						}
    	    					}
    	    				}else
    	    				if(y < SEAGROUNDLEVEL - 4 && y >= 3) //ocean stone layer
    	    				{
    	    					var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
    	    				}else
    	    				if(y < 3) //bedrock layer
    	    				{
    	    					if(y == 0)
    	    					{
    	    						var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID);
    	    					}else
    	    					{
    	    						if(seedRandom.nextInt(y + 3) == 0){ var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID); }else
    	    						{
    	    							var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
    	    						}
    	    					}
    	    				}
    		            }
    		        }
                        //relightBlock and propagateSkylightOcclusion are reflection hacks to force update block lighting.
                       //If I remove these, packet send count is cut down to about 20,000 but then all the blocks are fully lit
     and do not update when I place blocks unless said block produces light itself.
    		        try{ this.relightBlock.invoke(chunk, x, y, z); }catch(Exception e){ e.printStackTrace(); }
    		        if(y == SEALEVEL - 1)
    		        {
    		        	try{ this.propagateSkylightOcclusion.invoke(chunk, x, z); }catch(Exception e){ e.printStackTrace(); }
    		        }
    			}
    		}
    	}
    	chunk.setStorageArrays(storageArrays);
    }

 

ProvideChunk in my ChunkProvider:

public Chunk provideChunk(int par1, int par2) 
{
	try
	{
		seedRandom.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
		Chunk chunk = new Chunk(worldObj, par1, par2);
		this.generateBasicTerrain(chunk, par1, par2);

		BiomeGenBase[] var5 = new BiomeGenBase[16 * 16];
		Arrays.fill(var5, MyMod.myBiome); //hack for all-one-biome dimension
		byte[] var6 = chunk.getBiomeArray();
		for (int var7 = 0; var7 < var6.length; ++var7)
		{
			var6[var7] = (byte)var5[var7].biomeID;
		}
		//chunk.generateSkylightMap(); //didn't seem to do anything on or off
		return chunk;
	}catch(Exception e)
	{
		e.printStackTrace();
		return new Chunk(worldObj, par1, par2);
	}
}

 

I would really like help with this, because from what I understand straightforward chunk block editing is supposed to be *FASTER* than going through world, not slower. If nothing else, can someone tell me what of this is sending so many packets?

  • Author

I found the problem: I was using the flowing water blockID instead of the stationary blockID, resulting in thousands of update packets sent for each one as it converted to stationary. Using the stationary ID instead completely wiped the lag out. Thanks for the help! :)

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.