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Example 1 with PlayerChunkHandle

use of com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle in project BKCommonLib by bergerhealer.

the class EntityAddRemoveHandler_1_14_to_1_16_5 method replace.

@Override
public void replace(EntityHandle oldEntity, EntityHandle newEntity) {
    WorldServerHandle world = oldEntity.getWorldServer();
    if (newEntity == null) {
        if (world != null) {
            world.removeEntity(oldEntity);
            world.getEntityTracker().stopTracking(oldEntity.getBukkitEntity());
        }
        // Works fine, no need to clean up any more
        return;
    }
    Object worldHandle = world.getRaw();
    // *** Remove from the entities to add queue ***
    Queue<Object> entitiesToAdd = this.entitiesToAddField.get(oldEntity.getWorld().getRaw());
    entitiesToAdd.remove(oldEntity.getRaw());
    // *** Entities By UUID Map ***
    {
        Map<UUID, Object> entitiesByUUID = this.entitiesByUUIDField.get(worldHandle);
        Object storedEntityHandle = entitiesByUUID.get(oldEntity.getUniqueID());
        if (storedEntityHandle != null && storedEntityHandle != newEntity.getRaw()) {
            if (!oldEntity.getUniqueID().equals(newEntity.getUniqueID())) {
                entitiesByUUID.remove(oldEntity.getUniqueID());
            }
            entitiesByUUID.put(newEntity.getUniqueID(), newEntity.getRaw());
        }
    }
    // *** Entities by Id Map ***
    {
        IntHashMapHandle entitiesById = IntHashMapHandle.createHandle(this.entitiesByIdField.get(worldHandle));
        Object storedEntityHandle = entitiesById.get(oldEntity.getIdField());
        if (storedEntityHandle != null && storedEntityHandle != newEntity.getRaw()) {
            if (oldEntity.getIdField() != newEntity.getIdField()) {
                entitiesById.remove(oldEntity.getIdField());
            }
            entitiesById.put(newEntity.getIdField(), newEntity.getRaw());
        }
    }
    // *** Tuinity WorldServer EntityList field ***
    if (tuinitySwapEntityInWorldEntityListMethod.isAvailable()) {
        tuinitySwapEntityInWorldEntityListMethod.invoke(worldHandle, oldEntity.getRaw(), newEntity.getRaw());
    }
    // *** Tuinity WorldServer entitiesForIteration field ***
    if (tuinitySwapEntityInWorldEntityIterationSetMethod.isAvailable()) {
        tuinitySwapEntityInWorldEntityIterationSetMethod.invoke(worldHandle, oldEntity.getRaw(), newEntity.getRaw());
    }
    // *** EntityTrackerEntry ***
    replaceInEntityTracker(oldEntity, oldEntity, newEntity);
    if (oldEntity.getVehicle() != null) {
        replaceInEntityTracker(oldEntity.getVehicle(), oldEntity, newEntity);
    }
    if (oldEntity.getPassengers() != null) {
        for (EntityHandle passenger : oldEntity.getPassengers()) {
            replaceInEntityTracker(passenger, oldEntity, newEntity);
        }
    }
    // *** Entity Current Chunk ***
    final int chunkX = newEntity.getChunkX();
    final int chunkZ = newEntity.getChunkZ();
    PlayerChunkMapHandle playerChunks = WorldServerHandle.T.getPlayerChunkMap.invoke(worldHandle);
    Chunk loadedChunk = WorldUtil.getChunk(newEntity.getBukkitWorld(), chunkX, chunkZ);
    if (loadedChunk != null) {
        replaceInChunk(loadedChunk, oldEntity, newEntity);
    } else {
        // Chunk isn't loaded at this time. This gets difficult!
        // It might still be in the updating chunks mapping
        PlayerChunkHandle updatingChunk = playerChunks.getUpdatingChunk(chunkX, chunkZ);
        Chunk loadedUpdatingChunk = (updatingChunk == null) ? null : updatingChunk.getChunkIfLoaded();
        if (loadedUpdatingChunk == null && updatingChunk != null) {
            // Try hard time! This allows any status the chunk is in.
            loadedUpdatingChunk = PlayerChunkHandle.T.opt_getChunkTryHard_1_14.invoke(updatingChunk.getRaw());
        }
        // Let's go!
        replaceInChunk(loadedUpdatingChunk, oldEntity, newEntity);
    }
// See where the object is still referenced to check we aren't missing any places to replace
// This is SLOW, do not ever have this enabled on a release version!
// com.bergerkiller.bukkit.common.utils.DebugUtil.logInstances(oldEntity.getRaw());
}
Also used : IntHashMapHandle(com.bergerkiller.generated.net.minecraft.util.IntHashMapHandle) PlayerChunkMapHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkMapHandle) WorldServerHandle(com.bergerkiller.generated.net.minecraft.server.level.WorldServerHandle) PlayerChunkHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle) EntityHandle(com.bergerkiller.generated.net.minecraft.world.entity.EntityHandle) Chunk(org.bukkit.Chunk) Map(java.util.Map)

Example 2 with PlayerChunkHandle

use of com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle in project BKCommonLib by bergerhealer.

the class WorldUtil method queueChunkSendLight.

/**
 * Queue a chunk for resending all its lighting information to all players that are in range of it.
 *
 * @param world
 * @param chunkX
 * @param chunkZ
 * @return True if players were nearby, False if not
 */
public static boolean queueChunkSendLight(org.bukkit.World world, int chunkX, int chunkZ) {
    PlayerChunkMapHandle playerChunkMap = CommonNMS.getHandle(world).getPlayerChunkMap();
    PlayerChunkHandle playerChunk = playerChunkMap.getVisibleChunk(chunkX, chunkZ);
    return playerChunk != null && playerChunk.resendAllLighting();
}
Also used : PlayerChunkMapHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkMapHandle) PlayerChunkHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle)

Example 3 with PlayerChunkHandle

use of com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle in project BKCommonLib by bergerhealer.

the class WorldUtil method queueChunkSend.

/**
 * Queue a chunk for resending to all players that are in range of it.
 * Use this method to update chunk data after doing changes to its raw structure.
 *
 * @param player to send chunk data for
 * @param chunkX - coordinate of the chunk
 * @param chunkZ - coordinate of the chunk
 * @return True if players were nearby, False if not
 */
public static boolean queueChunkSend(org.bukkit.World world, int chunkX, int chunkZ) {
    PlayerChunkMapHandle playerChunkMap = CommonNMS.getHandle(world).getPlayerChunkMap();
    PlayerChunkHandle playerChunk = playerChunkMap.getVisibleChunk(chunkX, chunkZ);
    return playerChunk != null && playerChunk.resendChunk();
}
Also used : PlayerChunkMapHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkMapHandle) PlayerChunkHandle(com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle)

Aggregations

PlayerChunkHandle (com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkHandle)3 PlayerChunkMapHandle (com.bergerkiller.generated.net.minecraft.server.level.PlayerChunkMapHandle)3 WorldServerHandle (com.bergerkiller.generated.net.minecraft.server.level.WorldServerHandle)1 IntHashMapHandle (com.bergerkiller.generated.net.minecraft.util.IntHashMapHandle)1 EntityHandle (com.bergerkiller.generated.net.minecraft.world.entity.EntityHandle)1 Map (java.util.Map)1 Chunk (org.bukkit.Chunk)1