Fixed visualizations artifacting the horizon.

Workaround for a client bug triggered by sending block changes for
chunks the client doesn't have loaded.
This commit is contained in:
ryanhamshire 2015-01-06 20:09:20 -08:00
parent 51f6073193
commit cef4052cfd
2 changed files with 73 additions and 39 deletions

View File

@ -45,7 +45,7 @@ public class Visualization
Visualization.Revert(player);
}
//if he's online, create a task to send him the visualization in about half a second
//if he's online, create a task to send him the visualization
if(player.isOnline() && visualization.elements.size() > 0 && visualization.elements.get(0).location.getWorld().equals(player.getWorld()))
{
GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 1L);
@ -63,7 +63,17 @@ public class Visualization
{
if(player.isOnline())
{
for(int i = 0; i < visualization.elements.size(); i++)
//locality
int minx = player.getLocation().getBlockX() - 100;
int minz = player.getLocation().getBlockZ() - 100;
int maxx = player.getLocation().getBlockX() + 100;
int maxz = player.getLocation().getBlockZ() + 100;
//remove any elements which are too far away
visualization.removeElementsOutOfRange(minx, minz, maxx, maxz);
//send real block information for any remaining elements
for(int i = 0; i < visualization.elements.size(); i++)
{
VisualizationElement element = visualization.elements.get(i);
@ -73,10 +83,7 @@ public class Visualization
if(!player.getWorld().equals(element.location.getWorld())) return;
}
if(!element.location.getChunk().isLoaded()) continue;
if(element.location.distanceSquared(player.getLocation()) > 10000) continue;
Block block = element.location.getBlock();
player.sendBlockChange(element.location, block.getType(), block.getData());
player.sendBlockChange(element.location, element.realMaterial, element.realData);
}
}
@ -162,71 +169,94 @@ public class Visualization
accentMaterial = Material.NETHERRACK;
}
//initialize visualization elements without Y values and real data
//that will be added later for only the visualization elements within visualization range
//bottom left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx + 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
//bottom right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz + 1, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx, 0, smallz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx - 1, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx, 0, smallz + 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
//top right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx - 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
//top left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz, waterIsTransparent), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz - 1, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx, 0, bigz), cornerMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx + 1, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx, 0, bigz - 1), accentMaterial, (byte)0, Material.AIR, (byte)0));
//locality
int minx = locality.getBlockX() - 200;
int minz = locality.getBlockZ() - 200;
int maxx = locality.getBlockX() + 200;
int maxz = locality.getBlockZ() + 200;
int minx = locality.getBlockX() - 100;
int minz = locality.getBlockZ() - 100;
int maxx = locality.getBlockX() + 100;
int maxz = locality.getBlockZ() + 100;
final int STEP = 5;
//top line
for(int x = smallx + 10; x < bigx - 10; x += 10)
for(int x = smallx + STEP; x < bigx - STEP; x += STEP)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, bigz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, x, 0, bigz), accentMaterial, (byte)0, Material.AIR, (byte)0));
}
//bottom line
for(int x = smallx + 10; x < bigx - 10; x += 10)
for(int x = smallx + STEP; x < bigx - STEP; x += STEP)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, smallz, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, x, 0, smallz), accentMaterial, (byte)0, Material.AIR, (byte)0));
}
//left line
for(int z = smallz + 10; z < bigz - 10; z += 10)
for(int z = smallz + STEP; z < bigz - STEP; z += STEP)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, z, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, smallx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
}
//right line
for(int z = smallz + 10; z < bigz - 10; z += 10)
for(int z = smallz + STEP; z < bigz - STEP; z += STEP)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, z, waterIsTransparent), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(new Location(world, bigx, 0, z), accentMaterial, (byte)0, Material.AIR, (byte)0));
}
//remove any out of range elements (the corners may be out of range)
this.removeElementsOutOfRange(minx, minz, maxx, maxz);
//set Y values and real block information for any remaining visualization blocks
for(VisualizationElement element : this.elements)
{
Location tempLocation = element.location;
element.location = getVisibleLocation(tempLocation.getWorld(), tempLocation.getBlockX(), height, tempLocation.getBlockZ(), waterIsTransparent);
element.realMaterial = element.location.getBlock().getType();
element.realData = element.location.getBlock().getData();
}
}
//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
//removes any elements which are out of visualization range
private void removeElementsOutOfRange(int minx, int minz, int maxx, int maxz)
{
//cheap distance check - also avoids loading chunks just for a big visualization
Location location = new Location(world, x, y, z);
if(!location.getChunk().isLoaded())
{
return location;
}
for(int i = 0; i < this.elements.size(); i++)
{
Location location = this.elements.get(i).location;
if(location.getX() < minx || location.getX() > maxx || location.getZ() < minz || location.getZ() > maxz)
{
this.elements.remove(i--);
}
}
}
//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
private static Location getVisibleLocation(World world, int x, int y, int z, boolean waterIsTransparent)
{
Block block = world.getBlockAt(x, y, z);
BlockFace direction = (isTransparent(block, waterIsTransparent)) ? BlockFace.DOWN : BlockFace.UP;

View File

@ -26,11 +26,15 @@ public class VisualizationElement
public Location location;
public Material visualizedMaterial;
public byte visualizedData;
public Material realMaterial;
public byte realData;
public VisualizationElement(Location location, Material visualizedMaterial, byte visualizedData)
public VisualizationElement(Location location, Material visualizedMaterial, byte visualizedData, Material realMaterial, byte realData)
{
this.location = location;
this.visualizedMaterial= visualizedMaterial;
this.visualizedData = visualizedData;
this.realData = realData;
this.realMaterial = realMaterial;
}
}