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Use sub chunk request system (Fixes light issues, and flickering) #3460
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Would this support packet-based light plugins? |
To an extent - anything that injects into the chunk packet would show up properly. But anything updated outside of that initial chunk packet would not show up. |
Only uses the sky light data given by Java Edition, block light is calculated automatically, don't know what packet-based light plugins do ^^ |
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Wait was I suppose to do something? I don't know how pull requests work lol. |
Nah, just linked your issue, but may take some time until this gets merged, as it is not really a priority. |
I don't really like the idea of more caching without a config option to turn it off, which is why I haven't moved forward with this PR for a bit. I concede that having this option around for performance is probably a good idea. Maybe we can revisit using NMS on Spigot, at least for the latest version?
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Use sub chunk request system
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Added some useful comments |
Could also try to improve the code redundancy a little bit, as it borrows a lot of functions from the normal chunk translator |
Memory usage could be optimized by deleting the lightData when the sub chunk is translated |
if (type == BlockEntityType.LECTERN && BlockStateValues.getLecternBookStates().get(blockState)) { | ||
// If getLecternBookStates is false, let's just treat it like a normal block entity | ||
bedrockBlockEntities.add(session.getGeyser().getWorldManager().getLecternDataAt( | ||
session, x + chunkBlockX, y, z + chunkBlockZ, true)); | ||
continue; | ||
} |
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This can be now removed, as this particular workaround is no longer needed
Add support for the sub chunk request system, which fixes light issues, and flickering on world loading.
This also shows lighting issues which will be normally seen in Java Edition, and therefore improve parity.
But I also refactored some variable names in JavaLevelChunkWithLightTranslator to make it easier to understand and more general.
Related issue: #3425