Jump to content

Dimension Generation Lag


Groxkiller

Recommended Posts

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?

Link to comment
Share on other sites

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Wait guys, I still don't don't understand... I shall send my code -- Define the function to decrease hunger local function decreaseHunger(player)     local currentHunger = player.getHunger()          -- Check if hunger is not already zero     if currentHunger > 0 then         player.setHunger(currentHunger - 1)     end end -- Register event to decrease hunger over time script.registerEvent(EntityPlayer, function(player)     while true do         -- Decrease hunger every few seconds         decreaseHunger(player)         script.sleep(1000) -- Sleep for 1 second     end end)     Any help appriecated. It's been a while since I learnt Javascript or whatever Minecraft is made with... ... ... ... Nicknotname Hungerinpeaceful xx
    • good days  i get this error: java.lang.ClassCastException: class net.minecraft.client.player.LocalPlayer cannot be cast to class net.minecraftforge.common.extensions.IForgeServerPlayer (net.minecraft.client.player.LocalPlayer is in module minecraft@1.20.4 of loader 'TRANSFORMER' @3e8b3b79; net.minecraftforge.common.extensions.IForgeServerPlayer is in module forge@49.0.26 of loader 'TRANSFORMER' @3e8b3b79)     at mercmod.blocks.classes.panel_whit_entity_inside.use(panel_whit_entity_inside.java:576) ~[main/:?] {re:classloading}     at net.minecraft.world.level.block.state.BlockBehaviour$BlockStateBase.use(BlockBehaviour.java:826) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading}     at net.minecraft.client.multiplayer.MultiPlayerGameMode.performUseItemOn(MultiPlayerGameMode.java:324) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.client.multiplayer.MultiPlayerGameMode.lambda$useItemOn$4(MultiPlayerGameMode.java:292) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.client.multiplayer.MultiPlayerGameMode.startPrediction(MultiPlayerGameMode.java:251) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.client.multiplayer.MultiPlayerGameMode.useItemOn(MultiPlayerGameMode.java:291) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.startUseItem(Minecraft.java:1799) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.handleKeybinds(Minecraft.java:2083) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.tick(Minecraft.java:1902) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.runTick(Minecraft.java:1216) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.Minecraft.run(Minecraft.java:801) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}     at net.minecraft.client.main.Main.main(Main.java:234) ~[forge-1.20.4-49.0.26_mapped_official_1.20.4-recomp.jar:?] {re:classloading,pl:runtimedistcleaner:A} ------------------------------------------------------------------------------------------------------------------   context:  im updating the briefcase from mi mod an i need to make a gui whit this image that gonna be launched from a block and from a item soo im using kapenjoe tutorials  ---------------------------------------------------------------------------------------- The problem is that tutorial is for 1.20.1 and im using 1.20.4 and i really dont get how to call and open the gui from the block nor from the item i made this based on post i made short ago everything seems find but when right click the block to open the gui it crash the game  @Override public InteractionResult use(BlockState blkstate, Level warudo, BlockPos pos, Player pe, InteractionHand hand, BlockHitResult hitresult) {     if(warudo.isClientSide()){         BlockEntity blkentity = warudo.getBlockEntity(pos);         if(blkentity instanceof Panel_BlockEntity){             //   ↓↓↓  open the menu from the block              IForgeServerPlayer ifpe = (IForgeServerPlayer)pe; //<--- this is wrong  "class net.minecraft.client.player.LocalPlayer cannot be cast to class net.minecraftforge.common.extensions.IForgeServerPlayer"             ifpe.openMenu( (Panel_BlockEntity) blkentity, pos ); //<-- i need an example of how open a gui in 1.20.4         }     } return InteractionResult.sidedSuccess(warudo.isClientSide()); } Theres nothing highlighted in red in the code like everything where right an possible but dont works  ####################################################################################################### i need to see an example, just the piece of code for the use() method of the block whit the block entity for 1.20.4  and the same  but for the item     @Override     public @NotNull InteractionResultHolder<ItemStack> use(@NotNull Level warudo, @NotNull Player pe, @NotNull InteractionHand interactionHand)     {         if (!warudo.isClientSide())         {             ItemStack heldItem = pe.getItemInHand(interactionHand);                          if (heldItem.getCapability(ForgeCapabilities.ITEM_HANDLER).isPresent())             {                 //   ↓↓↓  open the menu from the item                 NetworkHooks.openScreen((ServerPlayer) pe, this);             }         }         return super.use(warudo, pe, interactionHand);     }   thanks for your attention           
    • It depends on the data you want to save, but generally speaking you should use some custom Player Capabilities, attach to the Player and use them to store/retrieve any kind of data you want. You can find how to make them work for 1.20.x in the documentation here: https://docs.minecraftforge.net/en/latest/datastorage/capabilities/
  • Topics

×
×
  • Create New...

Important Information

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