Temporarily disable clientApi neighbor chunk updating
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@@ -22,7 +22,6 @@ package com.seibel.distanthorizons.core.api.internal;
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import com.seibel.distanthorizons.api.methods.events.abstractEvents.*;
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import com.seibel.distanthorizons.api.methods.events.sharedParameterObjects.DhApiRenderParam;
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import com.seibel.distanthorizons.core.level.IKeyedClientLevelManager;
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import com.seibel.distanthorizons.core.level.IServerKeyedClientLevel;
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import com.seibel.distanthorizons.core.pos.DhChunkPos;
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import com.seibel.distanthorizons.core.util.objects.Pair;
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import com.seibel.distanthorizons.core.world.*;
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@@ -236,7 +235,7 @@ public class ClientApi
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public void clientChunkLoadEvent(IChunkWrapper chunk, IClientLevelWrapper level) { this.applyChunkUpdate(chunk, level); }
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public void clientChunkSaveEvent(IChunkWrapper chunk, IClientLevelWrapper level) { this.applyChunkUpdate(chunk, level); }
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private void applyChunkUpdate(IChunkWrapper chunk, IClientLevelWrapper level)
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private void applyChunkUpdate(IChunkWrapper chunkWrapper, IClientLevelWrapper level)
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{
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// if the user is in a single player world the chunk updates are handled on the server side
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if (SharedApi.getEnvironment() != EWorldEnvironment.Client_Only)
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@@ -250,27 +249,27 @@ public class ClientApi
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{
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// If the level isn't loaded yet, keep track of which chunks were loaded so we can use them later.
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// This may happen if the world and level load events happen out of order
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this.waitingChunkByClientLevelAndPos.replace(new Pair<>(level, chunk.getChunkPos()), chunk);
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this.waitingChunkByClientLevelAndPos.replace(new Pair<>(level, chunkWrapper.getChunkPos()), chunkWrapper);
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return;
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}
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dhLevel.updateChunkAsync(chunk);
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dhLevel.updateChunkAsync(chunkWrapper);
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// also update any existing neighbour chunks so lighting changes are propagated correctly
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for (int xOffset = -1; xOffset <= 1; xOffset++)
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{
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for (int zOffset = -1; zOffset <= 1; zOffset++)
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{
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DhChunkPos neighbourPos = new DhChunkPos(chunk.getChunkPos().x + xOffset, chunk.getChunkPos().z + zOffset);
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IChunkWrapper neighbourChunk = dhLevel.getLevelWrapper().tryGetChunk(neighbourPos);
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if (neighbourChunk != null)
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{
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dhLevel.updateChunkAsync(neighbourChunk);
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}
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}
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}
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//// also update any existing neighbour chunks so lighting changes are propagated correctly
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//for (int xOffset = -1; xOffset <= 1; xOffset++)
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//{
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// for (int zOffset = -1; zOffset <= 1; zOffset++)
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// {
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// DhChunkPos neighbourPos = new DhChunkPos(chunkWrapper.getChunkPos().x + xOffset, chunkWrapper.getChunkPos().z + zOffset);
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// IChunkWrapper neighbourChunk = dhLevel.getLevelWrapper().tryGetChunk(neighbourPos);
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// if (neighbourChunk != null)
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// {
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// dhLevel.updateChunkAsync(neighbourChunk);
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// }
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// }
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//}
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}
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