Jump to content

[1.12.2] Question why placing block triggers like 50 chunk updates


Recommended Posts

Posted

So I've got a mod that is fairly popular which allows moving lights. But some people have complained about frame rate drop when moving with a light source. However, the general idea is quite simple -- I'm just placing an invisible block with tile entity that has a light level. The tile entity takes care of things like removing the block if the light source moves away. At any given time there is only a couple blocks at most per light source. But if you're moving then a block gets added and old one gets deleted as you move from one position to the next.

 

Anyway, it really shouldn't cause too much perf lag. If you're standing still, it doesn't lag, so it seems to be related to the adding of the blocks. I've gone through and commented out the code to confirm this. Furthermore I played with different flags and notifications in the setBlockState() and related methods.

 

I don't think the light part is actually the problem, I think it is simply the placement of the block. So my question is: Why would like 40 to 50 chunk updates be triggered by placing a block in the player's location using standard World#setBlockState() method?

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
14 minutes ago, jabelar said:

Why would like 40 to 50 chunk updates be triggered by placing a block in the player's location using standard World#setBlockState() method?

It's not the setBlockState that triggers the updates, it's mostly relighting of stuff since the game stores light data alongside vertex data. Thus when a light level of a block changes the game has to recalculate all light levels in the affected radius. 

You can actually replicate this in vanilla with no mods involved - place like a 16x16x16 cube of fences, then place a torch next to it. Enjoy the game not responding for a bit. 

Related:

https://bugs.mojang.com/browse/MC-126518

 

14 minutes ago, jabelar said:

I don't think the light part is actually the problem, I think it is simply the placement of the block.

Unless your block does something insane placing a block is simply changing some bits in the underlying chunk array, sending newighbour change event to all surrounding blocks(all 6 of them), checking for relighting and sending the data to the clients.

And in any case even if it was the case it would cause tickrate lag, not framerate lag.

 

Unfortunately with the way the game handles lighting there is no clean way of implementing your mod without causing framerate lag. Even the dynamic lights mod that got integrated into OF with it's edits to the base game to avoid placing blocks still causes lighting updates and triggers framerate lag. 

Posted

I'm fairly aware of how all that works. However, I always thought the lighting recalculation was a fairly localized thing. In fact I optimized a massive structure generator by making my own set block method which didn't update the lighting until the end and only did so in a few specific locations rather than recursively throughout the whole structure.

 

The weird thing that is new to me (and hence my question) is why it shows literally 50 chunk updates in conjunction with this placement. I could see why the current chunk might update (actual block placement plus lighting updates) and I could see why a neighboring chunk or two would probably update since the light can spread over 15 radius. But it seems to be way over-doing it.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

Two ways:

1) lower the light brights (ie 12 instead of 15)

2) move the light block less often (eg when the player moves 4 blocks away from it)

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.

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • that happens every time I enter a new dimension.
    • This is the last line before the crash: [ebwizardry]: Synchronising spell emitters for PixelTraveler But I have no idea what this means
    • What in particular? I barely used that mod this time around, and it's never been a problem in the past.
    • Im trying to build my mod using shade since i use the luaj library however i keep getting this error Reason: Task ':reobfJar' uses this output of task ':shadowJar' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. So i try adding reobfJar.dependsOn shadowJar  Could not get unknown property 'reobfJar' for object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler. my gradle file plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' id 'com.github.johnrengelman.shadow' version '7.1.2' id 'org.spongepowered.mixin' version '0.7.+' } apply plugin: 'net.minecraftforge.gradle' apply plugin: 'org.spongepowered.mixin' apply plugin: 'com.github.johnrengelman.shadow' version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) //jarJar.enable() println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { mappings channel: mapping_channel, version: mapping_version copyIdeResources = true runs { configureEach { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' arg "-mixin.config=derp.mixin.json" mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { workingDirectory project.file('run-data') args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { flatDir { dirs './libs' } maven { url = "https://jitpack.io" } } configurations { shade implementation.extendsFrom shade } dependencies { minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" implementation 'org.luaj:luaj-jse-3.0.2' implementation fg.deobf("com.github.Virtuoel:Pehkui:${pehkui_version}") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' minecraftLibrary 'luaj:luaj-jse:3.0.2' shade 'luaj:luaj-jse:3.0.2' } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"), "TweakClass" : "org.spongepowered.asm.launch.MixinTweaker", "TweakOrder" : 0, "MixinConfigs" : "derp.mixin.json" ]) } rename 'mixin.refmap.json', 'derp.mixin-refmap.json' } shadowJar { archiveClassifier = '' configurations = [project.configurations.shade] finalizedBy 'reobfShadowJar' } assemble.dependsOn shadowJar reobf { re shadowJar {} } publishing { publications { mavenJava(MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } } } my entire project:https://github.com/kevin051606/DERP-Mod/tree/Derp-1.0-1.20
  • Topics

×
×
  • Create New...

Important Information

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