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L11[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180109 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180109-1.12.zip
(mappings = "snapshot_20180109" in build.gradle).
L13[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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L22[02:32:39] <A1b3> Let me ask again: I
want to know a good way to detect on the client side if a mod is
installed on the server.
L23[02:33:19] <A1b3> So that the client can
decide what to do without the server control.
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L25[02:42:14] <TechnicianLP> iirc there was
a reference to a versionchecking method in the dependencies string
of @Mod - you can check the version of any serverside mod in there
- and if tis missing it isnt installed
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L27[03:02:10] <gigaherz|work> A1b3: a
"network check handler" might be useful
L28[03:02:21] <gigaherz|work> but I don't
know if it runs on the client with the list of mods in the server,
or not
L29[03:02:26] <A1b3> What is it?
L30[03:02:38] <gigaherz|work> a special
event handler you can use in your main mod class
L31[03:04:01] <A1b3> Oh so is it an
annotation?
L32[03:04:38] <gigaherz|work> google.
L33[03:04:45] <gigaherz|work> look for
documentation
L34[03:04:50] <gigaherz|work> don't expect
to be spoon-fed
L35[03:05:44] <A1b3> I see. I just wanted
to know what class to start to look at
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L55[06:33:49] <Abastro> Why is the console
messed up with tons of NPEs when there's just a single exception in
the network?
L56[06:33:55] <Abastro> This is so
irritating
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L58[06:52:31] <Abastro> And
@NetworkCheckHandler is either bugged or late, can't use it on
client world load
L59[06:54:02] <gigaherz> I did say that I
didn't know if it even fires in the client
L60[06:54:59] <gigaherz>
@NetworkCheckHandler happens during connection negotiation
L61[06:55:08] <gigaherz> so it can't
possibly be "too late"
L62[07:11:03] <Abastro> Oh so it may not
work on integrated server right?
L63[07:12:35] <Abastro> Just checked, it
works on integrated server. Or maybe it was a problem on my
side.
L64[07:16:43] <Abastro> *or -> and
L65[07:18:27] <Abastro> Besides, what about
the irritating exception creep?
L66[07:39:26] <gigaherz> you didn't even
show logs
L67[07:39:31] <gigaherz> how can I know
waht the exceptions are?
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L77[08:55:37] <Abastro> Oh lgos
L78[08:55:45] <Abastro> *logs
L79[08:55:55] <Abastro> I forgot about
them.
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L82[08:59:28] <abab9579> This is the log,
it's just all NPEs on the network packets.
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L86[09:11:29] <gigaherz> AbrarSyed:
well
L87[09:11:31] <gigaherz> oops
L88[09:11:34] <gigaherz> Abastro*
L89[09:11:37] <gigaherz> Caused by:
java.lang.NullPointerException
L90[09:11:37] <gigaherz> at
stellarium.stellars.StellarManager.getManager(StellarManager.java:68)
~[StellarManager.class:?]
L91[09:11:40] <gigaherz> that's the first
NPE
L92[09:11:46] <gigaherz> so that's what you
should be trying to fix.
L93[09:12:06] <gigaherz> the rest could be
caused by this one.
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L147[13:26:34] <Raycoms> Hmm
L148[13:26:41] <Raycoms> final
IColonyTagCapability cap = chunk.getCapability(CLOSE_COLONY_CAP,
null);
L149[13:26:42] <Raycoms> this code here
seems to take forever to be called
L150[13:30:08] <Raycoms> That and that:
final Chunk chunk = world.getChunkFromChunkCoords(i, j);
L151[13:31:02] <gigaherz> hm?
L152[13:31:10] <gigaherz> you mean it
takes forever for the call to finish?
L153[13:31:15] <Raycoms> yes
L154[13:31:19] <Raycoms> I run in in a
loop
L155[13:31:32] <Raycoms> for a certain
number of chunks
L156[13:31:33] <gigaherz> uhm, how big of
a loop?
L157[13:31:44] <Raycoms> all chunks in 112
blocks range basically
L158[13:31:54] <Raycoms> (a square)
L159[13:32:07] <gigaherz> !!calc
ceil(112/16)
L160[13:32:07] <gigaherz> gigaherz:
Result(s): 7
L161[13:32:16] <gigaherz> so 49
chunks
L162[13:32:21] <gigaherz>
approximately
L163[13:32:26] <Raycoms> But after a while
it needs minutes to pass the world.getChunkFromChunkCoords
L164[13:32:27] <Raycoms> yes
L165[13:32:39] <gigaherz> well
L166[13:32:44] <gigaherz> something is
going wrong, then ;P
L167[13:33:17] <Raycoms> Lemme get you a
link
L168[13:33:32] <gigaherz> getCapability
was written to be as fast as possible, but it is still O(n) based
on the number of capabilities installed into the chunk
L170[13:34:56] <Raycoms> Oh, I just
checked, it's a bit more, =P it's double the distance
L171[13:34:56] <gigaherz> however
getChunkFromChunkCoords
L172[13:35:07] <gigaherz> that can be
fast, if the chunk is in memory
L173[13:35:11] <Raycoms> !!calc
ceil(240/16)
L174[13:35:11] <gigaherz> Raycoms:
Result(s): 15
L175[13:35:13] <gigaherz> or very slow, if
the chunks are not being loaded
L176[13:35:30] <gigaherz> so if you keep
running that code without checking if the chunk is loaded
L177[13:35:39] <gigaherz> it will
effectively keep re-loading the same chunks over and over
L178[13:36:02] <Raycoms> the problem is
that I have to change the capability of all the chunks
L179[13:36:22] <gigaherz> what data is
stored in that capability?
L180[13:36:38] <Raycoms> a list of
integers
L181[13:36:46] <gigaherz> for?
L182[13:36:54] <Raycoms> to store the
colony the chunk belongs to
L183[13:37:00] <Raycoms> and to store
which colony is in range
L184[13:37:07] <gigaherz> hmmmm
L185[13:37:08] <Raycoms> so at most 1-3
integers per capability
L186[13:37:53] <gigaherz> hmm here is an
idea:
L187[13:38:01] <Raycoms> this code runs
rarely, it runs once per colony placement / deletion and on startup
of the server, if a colony was placed before the update
L188[13:38:38] <gigaherz> hmm no that idea
wouldn't work
L189[13:39:08] <gigaherz> I think it would
be best to store the list of chunks in the colony rather than the
colony on each chunk
L190[13:39:48] <Raycoms> That's what we
did
L191[13:39:58] <Raycoms> but if we have
1000 colonies and a player wants to interact with a block
L192[13:40:07] <Raycoms> we have to make a
distance calc on all 1000 colonies
L193[13:40:11] <Raycoms> until we find the
one he is in
L194[13:40:17] <Raycoms> we want to avoid
doing that
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L196[13:41:42] <Raycoms> would it be too
expensive to load those chunks once somehow?
L197[13:41:57] <Raycoms> I mean this code,
like I said, runs 2twice in the lifetime of a colony, on creation
and on deletion
L198[13:50:20] <gigaherz> hmmm
L199[13:50:25] <gigaherz> you shouldn't
have to calculate every time
L200[13:50:59] <gigaherz> well it's not
necessarily TOO bad
L201[13:51:04] <gigaherz> but you would be
loading
L202[13:51:07] <gigaherz> !!calc
15*15
L203[13:51:07] <gigaherz> gigaherz:
Result(s): 225
L204[13:51:16] <gigaherz> up to 225
chunks
L205[13:51:26] <gigaherz> so there might
be a large hiccup
L206[13:52:13] <Raycoms> I mean, now I do
it every tick, but I can just fill in a map
L207[13:52:17] <gigaherz> you could store
the information separately, in some WorldSavedData, that you can
access without requiring chunks
L208[13:52:19] <Raycoms> and then load 20
per tick?
L209[13:52:42] <gigaherz> or you can queue
the updates, and either do them when the chunks load, or yeah,
throttle the update
L210[13:53:29] <Raycoms> I think I'll even
do 1 per tick, the most important ones are the 49 central ones,
that's in 1 per tick = 50 ticks, 2,5 seconds
L211[13:53:30] <Raycoms> decent
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L219[14:40:36] <Abastro> gigaherz: sorry
for paging. I want to fix the toms of errors caused by a single
network NPE
L220[14:41:27] <Abastro> I found the loads
of exceptions very irritating
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L223[14:44:35] <gigaherz> Abastro: as I
said before
L224[14:44:36] <gigaherz> Caused by:
java.lang.NullPointerException
L225[14:44:36] <gigaherz> at
stellarium.stellars.StellarManager.getManager(StellarManager.java:68)
~[StellarManager.class:?]
L226[14:44:37] <gigaherz> at
stellarium.stellars.StellarManager.getClientManager(StellarManager.java:59)
~[StellarManager.class:?]
L227[14:44:37] <gigaherz> at
stellarium.StellarForgeEventHook.onWorldLoad(StellarForgeEventHook.java:56)
~[StellarForgeEventHook.class:?]
L228[14:44:40] <gigaherz> fix that
first
L229[14:44:41] <Abastro> I know I can fix
the single NPE
L230[14:44:44] <gigaherz> then see what
else crashes
L231[14:44:57] <gigaherz> because there's
99% chance that the other NPEs are caused by this one
L232[14:45:18] <Abastro> I just don't want
the other NPEs caused by the NPE.
L233[14:45:31] <gigaherz> well you can't
change that
L234[14:45:35] <gigaherz> without
recompiling minecraft and forge
L235[14:45:39] <Abastro> It means I have
to look at the log to fix the NPE..
L236[14:45:39] <gigaherz> so fix YOUR
npe.
L237[14:45:50] <Abastro> So is it
normal?
L238[14:46:01] <Commoble> That errors will
cause other errors? yes
L239[14:46:01] <gigaherz> look, anything
that happens after an exception
L240[14:46:11] <gigaherz> is in an
"undefined" state
L241[14:46:24] <gigaherz> unless it is
explicitly written to allow for exceptions to happen
L242[14:46:31] <gigaherz> and corrects the
state manually after catching the exception
L243[14:46:33] <gigaherz> so yes
L244[14:46:35] <gigaherz> if CAN BE
NORMAL
L245[14:46:37] <Raycoms> Giga, do I have
to do anything so the chunks on the client side stay with the
data?
L246[14:46:39] <gigaherz> it might not
be
L247[14:46:41] <Raycoms> of the
capability?
L248[14:46:55] <gigaherz> Raycoms: dunno,
you may need to synchronize using packets
L249[14:47:00] <Abastro> Oh no. Anyway
thanks
L250[14:47:04] <gigaherz> I think forge
does not sync capabilities by default
L251[14:47:23] <Raycoms> I am using
packages, but it seems like the client data of the capability got
lost after reload and unload chunk
L252[14:47:30] <Raycoms> the server side
one got stored though
L253[14:47:37] <gigaherz> client does not
store data
L254[14:47:40] <gigaherz> so yes
L255[14:47:48] <gigaherz> you will have to
sync the data every time the client stops watching a chunk
L256[14:47:52] <gigaherz> well
L257[14:47:59] <gigaherz> every time it
starts watching when it wasn't watching before
L258[14:49:26] <Raycoms> Argh
L259[14:50:06] <Raycoms> Haha, I fixed the
issue with the chunkLoading, its quite smooth now, but not I have
the issue with the clients =P
L260[14:50:37] <Raycoms> I guess there is
an event called on the server when a client loads it so I can send
it over handy?
L261[14:52:37] <gigaherz> no idea
L262[14:52:45] <gigaherz> I haven't
personally worked with chunk data like that
L263[14:54:04] <Raycoms> public void
onEnteringChunk(@NotNull final PlayerEvent.EnteringChunk event)
might just work
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L282[16:58:56] <Twisted_Code> I'm taking a
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it mean that "official API" is a banned topic?
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L297[17:53:13] <Raycoms> Do I need to mark
chunks dirty to store my changes to them?
L298[17:53:54] <Abastro> Yes.
L299[17:54:03] <Abastro> AFAIK
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L347[22:46:44] <TheUnknownFew> !gp
p_i1084_1_
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L356[23:17:11] <TheUnknownFew> anyone
around able to help me?
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L358[23:18:03] <TheUnknownFew> Basically
I'm trying to make a button in the main menu that links to a wiki,
how ever the methods I've tried have not been successful. The same
button works in the creative menu, just not the main menu.
L359[23:18:28] <TheUnknownFew> I've tried
handleClickComponent and GuiConfirmOpenLink
L360[23:19:09] <TheUnknownFew> I get the
"would you like to open this link" menu, but when I click
"yes" it does nothing
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L363[23:38:14] <Abastro> Did you put a
breakpoint and try to see if there's anything going wrong?
L364[23:40:54] <TheUnknownFew> yeah
L365[23:41:15] <TheUnknownFew> The only
difference is that one is in the main menu and the other is in the
creative menu.
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L367[23:43:57] <Abastro> So what's the
actual method opening the website?
L368[23:44:28] <TheUnknownFew>
this.handleComponentClick()
L369[23:45:33] <Abastro> So it just
doesn't work on Creative GUI?
L370[23:45:51] <Abastro> I mean main
menu
L371[23:45:52] <TheUnknownFew> no, it
works on the creative GUI, just not the main menu
L372[23:45:54] <TheUnknownFew> yeah
L373[23:46:06] <TheUnknownFew> same exact
code too
L374[23:46:11] <Abastro> How does it work?
Did you check it out?
L375[23:46:26] <TheUnknownFew>
actionPerformed(...) handleComponentClick
L376[23:47:04] <TheUnknownFew> yeah, it
uses the TextComponent Click action to specify whether to open a
link on click
L377[23:50:26] <TheUnknownFew> the code
for handleComponentClick is in GuiScreen
L378[23:50:35] <TheUnknownFew> I've
checked it and as far as I can tell, it should work
L379[23:52:33] <Abastro> Did you trace to
the internal?
L380[23:53:04] <TheUnknownFew> I'm not
sure what you mean. Rephrase that for me
L381[23:58:12] <Abastro> So what function
actually opens the link.
L382[23:58:19] <Abastro> The one without
any check
L383[23:58:42] <TheUnknownFew> the
function that actually opens the link SHOULD be confirmClick
defined in GuiScreen