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Dimension Generation Lag


Groxkiller

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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?

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