Fixed visualizations artifacting the horizon.
Workaround for a client bug triggered by sending block changes for chunks the client doesn't have loaded.
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51f6073193
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cef4052cfd
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@ -45,7 +45,7 @@ public class Visualization
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Visualization.Revert(player);
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}
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//if he's online, create a task to send him the visualization in about half a second
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//if he's online, create a task to send him the visualization
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if(player.isOnline() && visualization.elements.size() > 0 && visualization.elements.get(0).location.getWorld().equals(player.getWorld()))
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{
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GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 1L);
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@ -63,7 +63,17 @@ public class Visualization
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{
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if(player.isOnline())
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{
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for(int i = 0; i < visualization.elements.size(); i++)
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//locality
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int minx = player.getLocation().getBlockX() - 100;
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int minz = player.getLocation().getBlockZ() - 100;
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int maxx = player.getLocation().getBlockX() + 100;
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int maxz = player.getLocation().getBlockZ() + 100;
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//remove any elements which are too far away
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visualization.removeElementsOutOfRange(minx, minz, maxx, maxz);
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//send real block information for any remaining elements
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for(int i = 0; i < visualization.elements.size(); i++)
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{
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VisualizationElement element = visualization.elements.get(i);
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@ -73,10 +83,7 @@ public class Visualization
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if(!player.getWorld().equals(element.location.getWorld())) return;
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}
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if(!element.location.getChunk().isLoaded()) continue;
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if(element.location.distanceSquared(player.getLocation()) > 10000) continue;
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Block block = element.location.getBlock();
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player.sendBlockChange(element.location, block.getType(), block.getData());
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player.sendBlockChange(element.location, element.realMaterial, element.realData);
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}
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}
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@ -162,71 +169,94 @@ public class Visualization
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accentMaterial = Material.NETHERRACK;
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}
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//initialize visualization elements without Y values and real data
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//that will be added later for only the visualization elements within visualization range
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//bottom left corner
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx + 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//bottom right corner
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx - 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//top right corner
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx - 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//top left corner
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx + 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
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//locality
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int minx = locality.getBlockX() - 200;
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int minz = locality.getBlockZ() - 200;
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int maxx = locality.getBlockX() + 200;
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int maxz = locality.getBlockZ() + 200;
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int minx = locality.getBlockX() - 100;
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int minz = locality.getBlockZ() - 100;
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int maxx = locality.getBlockX() + 100;
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int maxz = locality.getBlockZ() + 100;
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final int STEP = 5;
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//top line
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for(int x = smallx + 10; x < bigx - 10; x += 10)
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for(int x = smallx + STEP; x < bigx - STEP; x += STEP)
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{
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if(x > minx && x < maxx)
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this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, x, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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//bottom line
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for(int x = smallx + 10; x < bigx - 10; x += 10)
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for(int x = smallx + STEP; x < bigx - STEP; x += STEP)
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{
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if(x > minx && x < maxx)
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this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, x, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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//left line
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for(int z = smallz + 10; z < bigz - 10; z += 10)
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for(int z = smallz + STEP; z < bigz - STEP; z += STEP)
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{
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if(z > minz && z < maxz)
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this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, z, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, smallx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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//right line
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for(int z = smallz + 10; z < bigz - 10; z += 10)
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for(int z = smallz + STEP; z < bigz - STEP; z += STEP)
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{
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if(z > minz && z < maxz)
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this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, z, waterIsTransparent), accentMaterial, (byte)0));
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this.elements.add(new VisualizationElement(new Location(world, bigx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
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}
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//remove any out of range elements (the corners may be out of range)
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this.removeElementsOutOfRange(minx, minz, maxx, maxz);
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//set Y values and real block information for any remaining visualization blocks
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for(VisualizationElement element : this.elements)
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{
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Location tempLocation = element.location;
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element.location = getVisibleLocation(tempLocation.getWorld(), tempLocation.getBlockX(), height, tempLocation.getBlockZ(), waterIsTransparent);
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element.realMaterial = element.location.getBlock().getType();
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element.realData = element.location.getBlock().getData();
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}
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}
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//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
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private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
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//removes any elements which are out of visualization range
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private void removeElementsOutOfRange(int minx, int minz, int maxx, int maxz)
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{
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//cheap distance check - also avoids loading chunks just for a big visualization
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Location location = new Location(world, x, y, z);
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if(!location.getChunk().isLoaded())
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{
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return location;
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}
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for(int i = 0; i < this.elements.size(); i++)
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{
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Location location = this.elements.get(i).location;
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if(location.getX() < minx || location.getX() > maxx || location.getZ() < minz || location.getZ() > maxz)
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{
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this.elements.remove(i--);
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}
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}
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}
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//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
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private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
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{
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Block block = world.getBlockAt(x, y, z);
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BlockFace direction = (isTransparent(block, waterIsTransparent)) ? BlockFace.DOWN : BlockFace.UP;
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@ -26,11 +26,15 @@ public class VisualizationElement
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public Location location;
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public Material visualizedMaterial;
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public byte visualizedData;
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public Material realMaterial;
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public byte realData;
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public VisualizationElement(Location location, Material visualizedMaterial, byte visualizedData)
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public VisualizationElement(Location location, Material visualizedMaterial, byte visualizedData, Material realMaterial, byte realData)
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{
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this.location = location;
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this.visualizedMaterial= visualizedMaterial;
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this.visualizedData = visualizedData;
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this.realData = realData;
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this.realMaterial = realMaterial;
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}
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}
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