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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171221 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171221-1.12.zip
(mappings = "snapshot_20171221" in build.gradle).
L14[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L84[09:25:24] <Protected> Hello there. Is
there any way to shrink the radius of always-loaded chunks around
the spawn point?
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L93[09:43:08] <barteks2x> Protected, as a
user or as modder?
L94[09:47:13] <Protected> As a modder
L95[09:47:34] <barteks2x> The only way is
probably a coremod. Unless it's a custom dimension
L96[09:47:44] <Protected> It is not
L97[09:49:03] <barteks2x> a way without a
coremod would be to replace the overworld WorldProvider
L98[09:49:28] <barteks2x> but that I'm sure
will be incompatible with mod yunomakegoodmap
L99[09:50:13] <barteks2x> you can override
canDropChunk to calculate spawn area differently then
L100[09:50:48] <barteks2x> that also won't
affect the initially loaded chunks during "preparing spawn
area". That part is hardcoded
L101[09:51:11] <Protected> What do you
mean by spawn area, then?
L102[09:51:22] <barteks2x> the part that
won't be unloaded
L103[09:51:27] <Protected> Ok, that's
fine
L104[09:52:11] <barteks2x> you could also
do DimensionType.setLoadSpawn(false) and then do what chunkloaders
do
L105[09:52:40] <barteks2x> that I think
would be the best approach
L106[09:52:54] <barteks2x> and why do you
actually need to do that anyway?
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L116[10:43:28] <Raycoms> How do I get an
blockState from an itemStack?
L117[10:45:14] <ghz|afk> you do not.
L118[10:45:25] <ghz|afk> I mean you can
TRY
L119[10:45:37] <Raycoms> I actually know
it is an ItemBLock
L120[10:46:20] <ghz|afk> the DEFAULT way
to place a block is that the ItemBlock#onItemUse calls
getMetadata(int) and passes the resulting number to
getStateForPlacement
L121[10:46:31] <ghz|afk> but you can't
ensure that an ItemBlock didn't customize onItemUSe
L122[10:48:30] <Commoble> i.e. Different
items have different ways of setting the block's itemstack when
placed; for example, wool blocks use the item's damage value, while
log blocks set their orientation when placed
L123[10:48:46] <Commoble> *setting the
block's blockstate
L124[10:49:16] <Raycoms> I don't need it
for placement I need it to compare if it's the same leave or the
same log, independend from the orientation
L125[10:49:20] <Raycoms> Or the same
ore
L126[10:52:02] <Commoble> You could just
compare the two blocks, that'll work for most things
L127[10:52:37] <Commoble> i.e. make sure
the itemstack's item is an ItemBlock, then get the block from the
ItemBlock and check if block == otherblock
L128[10:53:08] <Raycoms> but does that
work for the leaves for example?
L129[10:53:16] <Raycoms> Leave_1 has oak,
birch ....
L130[10:53:22] <Commoble> mm, lemme
check
L131[10:53:24] <Raycoms> and oak != birch
but the block is probably the same
L132[10:56:05] <ghz|afk> there's no direct
way to test for equivalence in mc
L133[10:56:29] <ghz|afk> specially not
between items and blocks
L134[10:56:43] <ghz|afk> so any solution,
will only work for some cases and not for others
L135[10:57:06] <Commoble> You'd have to
handle individual cases for each relevant block, essentially
L136[10:57:15] <ghz|afk> or set of
blocks
L137[10:57:45] <ghz|afk> and probably
separate cases for comparinb 2 items, 2 blocks and
1item+1block
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L139[10:59:50] <Protected> barteks2x:
There are two issues I'm trying to improve
L140[11:00:04] <Commoble> an example:
planks, leaves, and (I think) logs use one block with different
metadata for the different wood types, while stairs, doors, fences,
and fence gates have separate blocks for the different wood
types
L141[11:00:43] <Protected> First, some of
my server's users have lossy connections that crap out when dealing
with intense network traffic, and minecraft is very sensitive to
packet loss (read timeout errors)
L142[11:01:40] <Protected> Since those
users complained the problem is worse around spawn, I was wondering
if forcing the server to load those chunks anew if no one else is
around would break down the databomb those players receive on
connection into more manageable portions?
L143[11:01:45] <barteks2x> reducing the
amount of chunks loaded serverside sin't going to fix that
L144[11:01:51] <Protected> Ok, good to
know
L145[11:01:55] <Protected> Is there
anything that will?
L146[11:02:02] <Protected> As long as
you're informed on the subject
L147[11:02:14] <barteks2x> it most likely
happens closer to spawn because there simply is more stuff
there
L148[11:02:19] <Protected> No, it's a new
server
L149[11:02:50] <barteks2x> hm... could
actually be the seerver trying to send a ton of chunks all at
once
L150[11:02:59] <barteks2x> it definitely
does that when they are already loaded
L151[11:03:02] <Protected> Right
L152[11:03:03] <Commoble> Is it only
happening when the players log in?
L153[11:03:13] <Protected> If they survive
the login they're usually good to go
L154[11:03:21] <barteks2x> Can you verify
that is also happens when 2 players are close to each other?
L155[11:03:24] <Protected> Of course, this
is ultimately an issue with their ISP or router dropping
packets
L156[11:03:39] <barteks2x> oh.. you say
it's good if they survuve login?
L157[11:03:43] <barteks2x> then I know
what is the issue
L158[11:03:47] <Protected> Usually that
seems to be the case
L159[11:03:52] <Protected> They don't
immediately disconnect on login
L160[11:03:57] <Protected> It can take up
to... let's say 30 seconds?
L161[11:04:05] <barteks2x> I actually had
to fix it in my cubic chunks mod
L162[11:04:39] <Protected> (I was going to
say, being close to other players doesn't seem to disconnect these
people)
L163[11:04:54] <barteks2x> basically, when
the chunk is already loaded, the server will IMMEDIATELY send it
without waiting. This means all $VIEW_DISTANCE chunks all at once
being sent for spawnpoint\
L164[11:05:04] <Protected> Yes, that's
what I figured
L165[11:05:12] <Protected> And our view
distance is 15 :D
L166[11:05:16] <barteks2x> the correct fix
is to make it not send them all at once
L167[11:05:23] <Protected> Is that
possible?
L168[11:05:53] <Protected> I'm very new to
forge
L169[11:05:56] <barteks2x> which involves
modifying one of the most fragile classes in MC: PlayerChunkMap.
Any error in it usually fails catastrophically, spamming the log
but not crashing
L170[11:06:12] <Protected> Sounds like
fun
L171[11:06:36] <barteks2x> I'm rewriting
that class in cubic chunks. I debugged it many times. Sure is
"fun"
L172[11:09:50] <Protected> The second
issue I was trying to tackle has to do with mob and creature
spawning
L173[11:10:21] <Protected> We have mob
spawning inhibited on the surface, and there don't seem to be a lot
of animals in the spawn chunks, but there are a ton of monsters
underground
L174[11:10:48] <Protected> I was wondering
if by not having surface "daily" spawning I was
preventing mobs from essentially rotating, making room for animals
to spawn
L175[11:11:07] <Protected> It's all
conjecture, of course
L176[11:11:08] <barteks2x> if you notice
PlayerChunkMap#getOrCreateEntry, it does this: if
(!playerchunkmapentry.sendToPlayers()).
PlayerChunkMapEntry#addPlayer also calls it. This will actually
send the chunk packet immediately to the player. I'm not sure if it
won't break things, but you may attempt to fix it by modifying
PlayerChunkMap#addPlayer and PlayerChunkMap#getOrCreateEntry. The
first one to just add it to pendingSendToPlayers, the
L177[11:11:08] <barteks2x> second one -
replace that sendToPlayers call with reflectively accessing
sentToPlayers field
L178[11:12:09] <barteks2x> Protected,
animal spawning has never really worked ever since beta 1.8 and I
was never able to figure out why exactly.
L179[11:12:17] <Protected> Oh,
really?
L180[11:12:26] <Protected> The last time
we played the latest version was 1.6
L181[11:12:35] <Protected> Wait, *beta*
1.8
L182[11:12:44] <Protected> Maybe I fixed
it with a bukkit plugin last time, I don't recall
L183[11:12:58] <barteks2x> they spawn once
on world generation, and very very rarely later
L184[11:13:12] <barteks2x> so rarely you
may very well never see one spawn
L185[11:13:36] <barteks2x> again, looking
at the code - I don't see a reason for it
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L187[11:41:20] <Raycoms> I have 2
blockStates and I want to compare them, but I want to ignore things
like enumFacing or leaveDecay
L188[11:41:23] <barteks2x> is there a safe
way to render a TileEntity before any world is created?
L189[11:41:33] <Commoble> why would you
need to do that
L190[11:41:36] <barteks2x> GUI
L191[11:41:42] <barteks2x> world
customization gui
L192[11:41:57] <barteks2x> I want the user
to be able to select any blockstate from a list
L193[11:42:05] <Commoble> hmmmmmmm
L194[11:42:39] <barteks2x> tesr is the
only thing with issues
L195[11:42:48] <barteks2x>
TileEntityStructureRenderer crashes because there is no
player
L196[11:43:34] <Commoble> you might have
to do a lot of manual fudging
L197[11:44:31] <barteks2x> this should
include modded TESR blocks..
L198[11:44:34] <Raycoms> I want to check
if a leave is the same leave
L199[11:44:56] <Commoble> Raycoms: You'll
need to compare the metadata
L200[11:45:16] <Commoble> like check if
the tree type of one leaf block is the same as the other
L201[11:45:22] <barteks2x> you can also
get a specific property
L202[11:45:28] <Commoble> yeah that
L203[11:45:48] <Corosus>
state.getValue(comparable) == state2.getValue(comparable) should
work
L204[11:45:54] <Raycoms> Yeah I know but
a) Then I can't store them in a map and retrieve them nicely and b)
Different mods implement different properties sometimes
L205[11:46:17] <Commoble> Right, you'll
need to handle each block separately
L206[11:46:21] <Raycoms> Especially for
leaves and trees
L207[11:46:23] <Corosus> id love a way to
filter out certain properties then just do a comparison against
anything that remains, but for now im just storing each comparable
i need to compare
L208[11:47:43] <barteks2x> screw this, I'm
not allowing tile entities.
L209[11:48:07] <barteks2x> if a mod has an
ore that is a tile entity, it's doing it wrong anyway
L210[11:48:41] <Commoble> You really don't
want a world made entirely out of chests anyway
L211[11:48:51] <Commoble> tileentities
have way more overhead than regular blocks
L212[11:50:33] <barteks2x> I'm going to
exclude all blocks with TESR from the list
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L214[12:02:21] <Raycoms> Oh I'd love to
use getStateFromMeta
L215[12:02:21] <Raycoms> =D
L216[12:02:41] <Raycoms> that would filter
all the blockState shit which isn't affecting the meta out of
it
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L218[12:09:50] <barteks2x> well, I do use
that way. It's a hack but it works
L219[12:10:01] <barteks2x> *I do it that
way
L220[12:10:46] <barteks2x> I use if (state
!= block.getStateFromMeta(block.getMetaFromState(state))) to check
if a state has it's corresponding meta
L221[12:11:06] <Raycoms> Yeah, will see if
our other devs will approve it that way =D
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L223[12:11:25] <Raycoms> Anyone is
interested in contributing to the minecolonies mod? We have a few
open tasks =D
L224[12:12:30] <barteks2x> I would be more
interested in taking some devs for my mod than giving time to other
mod, unfortunately
L225[12:12:59] <Raycoms> What is your mod?
=D
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L227[12:13:08] <barteks2x> cubic
chunks
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L232[13:12:43] <Foghrye4> Hi! I need help
again. A question related to using OBJ models in entity
renderers.
L234[13:13:25] <Foghrye4> (And render
it)
L236[13:14:01] <Commoble> Is that what
Enderman do to render their held blocks? You could try looking at
that
L237[13:14:22] <Foghrye4> Will try.
L238[13:15:26] <Foghrye4> Nope, not my
case.
L240[13:15:52] <Commoble> that still
doesn't look right
L241[13:16:03] <Foghrye4> Thats just for
test.
L242[13:17:15] <Foghrye4> A problem is
that instead of normal UV model render quads with constant UV, or
UV difference between verticles really small.
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L248[14:00:36] <Foghrye4> A solution: When
I bake quads, UVs rescaled to LOCATION_BLOCKS_TEXTURE. I should've
bind it instead of regular texture and register it on TextureStitch
event.
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L264[15:13:45] <barteks2x> a perfect TODO
I found in my unit test code :D // TODO: make this test code easier
to understand
L265[15:13:58] <Raycoms> =D
L266[15:14:29] <barteks2x> now trying to
actually understand that code again...
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L268[15:16:45] <ghz|afk> XD
L269[15:17:07] <Raycoms> You could add
"Really try it the next time"
L270[15:17:10] <Raycoms> and leave it
there
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L292[17:31:37] <Protected> How can I find
out what func_71190_q is?
L293[17:33:02] <Ordinastie> !!gm
func_71190_q
L294[17:33:03] <MCPBot_Reborn> === MC
1.12:
net/minecraft/server/MinecraftServer.updateTimeLightAndEntities
(MinecraftServer.D) UNLOCKED ===
L295[17:33:03] <MCPBot_Reborn> Name : D
=> func_71190_q => updateTimeLightAndEntities
L296[17:33:04] <MCPBot_Reborn> Descriptor
: ()V
L297[17:33:05] <MCPBot_Reborn> Comment :
None
L298[17:33:06] <MCPBot_Reborn> Last
Change: 2012-08-05 00:27:05-04:00 (TehKittyCat)
L299[17:35:27] <Protected> Thanks
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