Jump to content

[Solved] [1.14.4] Determine whether a chunk is fully loaded during chunk loading


Recommended Posts

Posted (edited)

I have a chunk capability that stores an energy value for each chunk. The Capability.IStorage implementation calls ChunkEnergy#setEnergy when reading from NBT, this in turn calls ChunkEnergy#onEnergyChanged which sends a packet to update all clients tracking the chunk with the new energy value.

 

In 1.12.2, I used World#isBlockLoaded before getting the Chunk from the World to prevent an infinite recursion scenario where loading the chunk attempts to load the chunk.

 

In 1.14.4, I'm using IWorld#chunkExists instead; but this returns true even when the chunk is being loaded. If I then call World#getChunk while the chunk is being loaded, this seems to result in a deadlock where the chunk loading never completes and the world never loads.

 

The code on GitHub currently uses world.getChunk(x, z), but I've tried calling world.getChunk(x, z, ChunkStatus.EMPTY, false) just to see if it will return null or an empty chunk and this results in the same deadlock.

 

It seems like I could use ChunkHolder#func_219299_i and ChunkHolder#func_219278_b to get the ChunkStatus of a chunk, but there don't seem to be any public methods to get a ChunkHolder and I'm reluctant to use internal APIs if there are public APIs available.

 

Does anyone know if there's a way to determine whether a chunk is fully loaded without causing a deadlock if called during chunk loading?

Edited by Choonster
Solved

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
7 minutes ago, Choonster said:

Does anyone know if there's a way to determine whether a chunk is fully loaded without causing a deadlock if called during chunk loading?

Would World#getChunkProvider().isChunkLoaded(BlockPos/ChunkPos) work for this?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
19 minutes ago, Animefan8888 said:

Would World#getChunkProvider().isChunkLoaded(BlockPos/ChunkPos) work for this?

 

Thanks, that worked perfectly.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

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