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L2[00:24:46] <cjm721> Is there an entire
fired before a client joins the game/world? Saw
FMLNetworkEvent.ServerConnectionFromClientEvent but that is after a
client joins the game
L3[00:30:14] <cjm721> Kinda like where the
ban / whitelist / fullness check is. Not seeing any events fired
there, and rather not have this as a coremod
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L15[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180111 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180111-1.12.zip
(mappings = "snapshot_20180111" in build.gradle).
L17[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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L38[06:18:07] <Raycoms> Is there a way to
detect players loading chunks (and not just entering them) ?
L39[06:19:03] <Ordinastie> Raycoms, did you
manage to have that profiler done ?
L40[06:19:20] <Ordinastie> I'm waiting to
know before I release it
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L42[06:21:01] <Raycoms> Running it right
now
L43[06:24:48] <Raycoms> can you send me the
jar again? I just ran it without now I ran it with it, to compare
it
L45[06:29:50] <Raycoms> ty
L46[06:48:40] <Raycoms> Ordinastie seems to
be way better, can't find it in the profiler for now =D
L48[06:48:53] <Raycoms> if you want to
check
L49[06:49:51] <Ordinastie> last time you
said it was still like 27%
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L51[06:51:08] <Raycoms> Yeah, that was the
"cheap" ingame entity profiler
L52[06:51:47] <Raycoms> so it was 40% of
all entities, and 20% of the whole server load before
L53[06:52:01] <Raycoms> Now I can't find it
in the serverload and it's around 25% of all entities
L54[06:52:04] <Raycoms> that's way
better
L55[06:52:23] <Ordinastie> I'll release
that version then
L56[06:55:07] <Raycoms> great =)
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L101[11:54:32] <lsymfr> o/
L102[11:54:39] <lsymfr> I got a
question
L104[11:55:18] <lsymfr> is there anywhere
I can find the commands for scoreboard variables that can be used
with forge?
L105[11:56:06] <gigaherz> scoreboard is a
vanilla feature
L106[11:56:35] <Commoble> so you find the
code for the scoreboard and figure out how vanilla does it
L107[11:56:45] <lsymfr> I know how to
display the players
L108[11:56:48] <gigaherz> I'm not sure if
you are asking how to make a mod interact with scoreboard
L109[11:56:56] <lsymfr> but I have no idea
how to display the TPS
L110[11:57:00] <gigaherz> or if you are
asking about scoreboard-related things added by forge
L111[11:57:10] <lsymfr> "or if you
are asking about scoreboard-related things added by
forge"
L112[11:57:13] <lsymfr> that one
L113[11:59:00] <gigaherz> I'm not aware of
forge adding any such value
L114[11:59:30] <gigaherz> this might be a
custom server which adds the number either through a mod, or some
sponge/bukkit plugin
L115[11:59:47] <lsymfr> okay Ill look more
into it
L116[11:59:48] <lsymfr> thanks
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L127[12:43:58] <Raycoms> Hi there
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L129[12:46:15] <Raycoms> do I have to do
anything to make sure the chunks stay persisted when storing a
capability in the chunk?
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L131[12:46:23] <Raycoms> the capability
shall stay
L132[12:46:33] <Raycoms> It seems like
sometimes it works and sometimes it doesn't for me
L133[12:47:01] <Ordinastie> is it missing
consistently ?
L134[12:47:33] <Ordinastie> is it actually
missing from the chunk ? like does the debugger show absence of
data ?
L135[12:48:33] <Raycoms> A) yes its
missing consistently, and yeah the debugger shows absence
L136[12:48:52] <Ordinastie> consistent as
in same chunk everytime ?
L137[12:50:39] <Raycoms> ah, basically
yes, basically all chunks I store in one line of the code work and
all the ones at another place don't
L138[12:50:52] <Raycoms> but I log it and
it runs through with the correct params
L139[12:53:01] <Ordinastie> so, it's one
call that always fails ?
L140[12:53:20] <Ordinastie> and one that
always work ?
L141[12:53:26] <Raycoms> The first call I
only make once, the second call I repeat a few thousand times
L142[12:53:26] <Ordinastie> for the same
chunk ?
L143[12:53:47] <Raycoms> the first call is
for different chunks and works, the second call is for different
chunks and doesn't
L144[12:54:37] <Ordinastie> does it get
stored then lost ? or does it not even get stored ?
L145[12:54:57] <Raycoms> it should get
stored
L146[12:55:03] <Raycoms> This one here
works
L148[12:55:06] <Ordinastie> wrong
answer
L149[12:55:20] <Ordinastie> that should be
a straight yes/no answer
L151[12:55:30] <Raycoms> the one here
doesn't
L152[12:55:32] <Ordinastie> if you're not
sure, then that's why you have a debugger
L153[12:55:38] <Raycoms> and I know it
runs in the logs
L154[12:55:41] <Raycoms> so it has to be
stored
L155[12:55:45] <Raycoms> since I'm saving
it
L156[12:56:24] <Commoble> Is that
assumption a correct one?
L157[12:56:36] <Ordinastie> logs are most
of the time usuless, use a debugger
L158[12:57:10] <Raycoms> The problem is
that it works in a small world example perfectly
L159[12:57:18] <Raycoms> but putting it on
a real server changes things
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L161[12:57:57] <Commoble> does it work on
a server running on your own computer?
L162[12:58:15] <Raycoms> I can't my
computer would die =D
L163[12:58:37] <Commoble> it's no worse
than running singleplayer on your computer
L164[12:58:54] <Raycoms> But I have to put
server + singleplayer
L165[12:58:55] <McJty> Commoble, it is for
memory usage though
L166[12:59:05] <McJty> But if you have the
memory then it would work (slightly) better
L167[12:59:13] <Raycoms> And it's a laptop
where the screen already died =D
L168[12:59:24] <Raycoms> And I need to
wait for 8th gen hq processors to buy a new one =P
L169[12:59:38] <Commoble> how are you
testing mods if you don't have a working computer
L170[13:00:05] <Raycoms> I send it to my
testers =)
L171[13:00:09] <Commoble> ah
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L178[13:42:13] <Raycoms> When I have a
block with several states can I make the item.json also have
several variants in it so it displays the right parent?
L179[13:42:29] <Raycoms> Or do I have to
solve this over setCustomModelResourceLocation
L180[13:42:29] <Raycoms> ?
L181[13:45:53] <gigaherz> You have two
choices
L182[13:46:05] <gigaherz> the proper
choice is to call ModelLoader.setCustomMRL for each metadata
value
L183[13:46:11] <gigaherz> but that choice
is being deprecated
L184[13:46:19] <gigaherz> (1.13 won't have
item metadata)
L185[13:47:04] <gigaherz> the other
choice, is to register a custom mesh definition
L186[13:47:23] <gigaherz> which lets you
decide on a modelresourcelocation on the fly
L187[13:47:39] <gigaherz> in both
cases
L188[13:47:45] <gigaherz> you'll be
referencing either different itemmodels
L189[13:47:55] <gigaherz> or different
variant strings pointing to blockstate json files
L190[13:49:23] <Raycoms> okay thanks
=)
L191[13:50:33] <Raycoms> gigaherz do you
have experience writing things to a zip? I'm using ZipOutputStream,
but all guides I find use byte arrays to stream it, but they come
with a "size"
L192[13:50:52] <Raycoms> writing
files*
L193[13:53:12] <gigaherz> not in
java
L194[13:53:23] <gigaherz> but
L195[13:53:29] <gigaherz> you can use a
byte buffer
L196[13:53:32] <gigaherz> to write
things
L197[13:53:41] <gigaherz> and then once
you are done writing, you can get the byte array from it
L198[13:53:52] <gigaherz> ByteBuf, like
for network packets
L199[13:54:15] <Raycoms> Yeah but the
bytebuf also wants some sort of size param
L200[13:54:25] <gigaherz> ?
L201[13:54:44] <Commoble> Size of the
buffer?
L202[13:54:52] <gigaherz> I don't have the
constructor in front of me, but I think that's just an initial
capacity
L203[13:54:58] <gigaherz> and it will
resize if needed
L204[13:56:30] <Ordinastie> Raycoms, what
are you writing ?
L205[13:56:37] <Ordinastie> you should
know the size
L206[13:56:57] <Raycoms> I'm writing
files
L207[13:57:03] <gigaherz> you should be
able to compute the size, more like.
L208[13:57:17] <Commoble> what's going in
the files
L209[13:57:46] <Commoble> if you're
putting x ints into the file then the bytebuffer will be x*4
bytes
L210[13:57:57] <Raycoms> it's .dat
L211[13:58:03] <Commoble> what's in the
data
L212[13:58:09] <gigaherz> doesn't even
matter
L213[13:58:13] <gigaherz> either you are
GENERATING the data
L214[13:58:17] <Raycoms> minecolonies
data
L215[13:58:19] <gigaherz> or you are
reading it from somewhere
L216[13:58:25] <gigaherz> in either
case
L217[13:58:29] <gigaherz> you know how
many bytes is each value
L218[13:58:36] <gigaherz> and you can
calculate in advance how much will be needed
L219[13:59:34] <Raycoms> Found something
better to directly zip things =) yay
L220[14:01:02] <Raycoms> google common api
has something to copy a file directly to the zipoutput stream
L221[14:02:31] <Raycoms> Thanks =)
L222[14:07:43] <Raycoms> it's
Files.copy(file, zipoutputstream) if you're interested
L223[14:10:28] <Raycoms> gigaherz do I
have to mark the chunk as dirty after I changed its
capability?
L224[14:11:32] <Commoble> wouldn't
hurt
L225[14:11:36] <gigaherz> maybe
L226[14:11:44] <gigaherz> it might be that
it's not saved if you don't
L227[14:11:46] <gigaherz> but I don't
know
L228[14:12:03] <gigaherz> I know it IS
needed for WorldSavedData
L229[14:12:12] <gigaherz> if you don't
call markDirty on the object, mc will assume it hasn't
changed
L230[14:12:58] <Raycoms> It's weird, on
singleplayer all chunks are happy with the data
L231[14:13:13] <Raycoms> on the server,
most of the chunks don't
L232[14:13:21] <Raycoms> they lose
it
L233[14:13:24] <gigaherz> well
L234[14:13:30] <gigaherz> maybe markDirty
is "sortof needed"
L235[14:13:32] <gigaherz> but more so in
the server
L236[14:13:38] <Raycoms> I use
markDirty
L237[14:13:47] <gigaherz> either way, if
that solves the issue on the server, do it always ;P
L238[14:14:00] <Raycoms> yeah but its not
resolving it
L239[14:14:03] <Raycoms> that's the
problem
L240[14:14:03] <Raycoms> =D
L241[14:21:25] <Raycoms> It seems like all
chunkData which I add through the TickEvent.WorldTickEvent event,
don't get saved
L242[14:21:29] <Raycoms> and yes, I check
for dimension 0
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L247[14:26:49] <Raycoms> Any idea? Do I
have to use a certain tickphase for that?
L248[14:36:34] <Raycoms> Okay, it's
definitely all the in the event added colonies, only in smp
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L251[14:43:30] <Raycoms> Anyone? =D
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L260[15:37:45] <Raycoms> Okay this is
weird
L261[15:38:03] <Raycoms> I even got a
dedicated intellij server running on my laptop
L262[15:38:07] <Raycoms> and accessed it
with the client
L263[15:38:10] <Raycoms> and it worked
perfectly
L264[15:38:22] <Raycoms> It only doesn't
work on the real dedicated server
L265[15:38:34] <Commoble> try a few other
remote servers if you can
L266[15:38:40] <Commoble> maybe it's
something specific to that server
L267[15:38:45] <Raycoms> I only have 1 to
test it on =D
L268[15:38:50] <Raycoms> You have
multiple? =O
L269[15:39:17] <Commoble> no :/
L270[15:42:07] <Raycoms> But its related
to chunk capabilities which don't work in the onWorldTick event
there
L271[15:42:33] <Raycoms> the capabilities
work if I call them in the chunkEnteringEvent and if I do it in the
worldLoad event
L272[15:42:38] <Raycoms> but not in the
onWorldTick event
L273[15:42:50] <Raycoms> gigaherz sorry
for calling you, but you got an idea?
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L284[16:46:23] <Raycoms> It was
sponge
L285[16:46:24] <Raycoms> ....
L286[16:48:24] <kashike> Raycoms: ?
L287[16:48:38] <Raycoms> Sponge caused the
issue I described above
L288[16:48:40] <gigaherz> that explains
why I had no idea what could be happening
L289[16:48:41] <gigaherz> ;p
L290[16:48:48] <kashike> what issue is
that?
L291[16:48:49] <Raycoms> =D
L292[16:49:00] <gigaherz> kashike: chunk
capabilities being lost on a dedicated server
L293[16:49:07] <Raycoms> Writing chunk
capabilities in the onWorldTick event not persisting
L294[16:49:09] <Raycoms> with sponge
L295[16:49:14] <gigaherz> apparently
sponge takes over the saving and ignores the capabilities
L296[16:49:18] <kashike> open an issue
please
L297[16:49:18] <gigaherz> or takes over
the loading, whichever
L298[16:49:18] <gigaherz> ;P
L299[16:49:30] <Raycoms> I will try it
with the newest sponge version first
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L302[16:50:03] <Raycoms> Do you know when
#1911 is going to be merged? We need this urgently and it's sitting
around there for a while?
L303[16:50:45] <kashike> I've poked the
person who opened that one
L304[16:50:48] <kashike> should be merged
soonish
L305[16:51:59] <Raycoms> Thanks a lot =)
It's basically what holds us back from updating since it destroys
our anti griefing protection
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L313[17:04:52] <Raycoms> I tried it with
the newest sponge, still not working
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L316[17:05:11] <kashike> should be enough
yes
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L319[17:07:03] <Raycoms> Okay thanks, if
there is any work around for this please tell us so we can add it
meanwhile, it's a quite important change for us since it will
reduce the lag of our mod significantly
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L366[18:54:23] <TheUnknownFew> Good
evening
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L369[19:30:31] <SuperCoder79> good
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(Quit: Leaving)
L396[23:58:27]
⇨ Joins: SparkVGX
(SparkVGX!~SparkVGX@121.99.164.93)