mirror of
https://github.com/Ellpeck/ActuallyAdditions.git
synced 2024-11-26 00:38:35 +01:00
Fixed a bug with Laser Relays sometimes randomly disconnecting on chunk load.
*Fuck this game.*
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parent
9ad6dfcd0f
commit
d46bb306d8
1 changed files with 24 additions and 4 deletions
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@ -12,6 +12,7 @@ package de.ellpeck.actuallyadditions.mod.tile;
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import de.ellpeck.actuallyadditions.mod.config.values.ConfigBoolValues;
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import de.ellpeck.actuallyadditions.mod.misc.LaserRelayConnectionHandler;
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import de.ellpeck.actuallyadditions.mod.misc.LaserRelayConnectionHandler.ConnectionPair;
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import de.ellpeck.actuallyadditions.mod.network.PacketParticle;
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import de.ellpeck.actuallyadditions.mod.util.PosUtil;
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import de.ellpeck.actuallyadditions.mod.util.Util;
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@ -22,6 +23,8 @@ import net.minecraft.util.math.BlockPos;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import java.util.Set;
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public abstract class TileEntityLaserRelay extends TileEntityBase{
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public static final int MAX_DISTANCE = 15;
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@ -30,6 +33,8 @@ public abstract class TileEntityLaserRelay extends TileEntityBase{
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public final boolean isItem;
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private Set<ConnectionPair> tempConnectionStorage;
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public TileEntityLaserRelay(String name, boolean isItem){
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super(name);
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this.isItem = isItem;
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@ -42,7 +47,7 @@ public abstract class TileEntityLaserRelay extends TileEntityBase{
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NBTTagList list = compound.getTagList("Connections", 10);
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if(!list.hasNoTags()){
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for(int i = 0; i < list.tagCount(); i++){
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LaserRelayConnectionHandler.ConnectionPair pair = LaserRelayConnectionHandler.ConnectionPair.readFromNBT(list.getCompoundTagAt(i));
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ConnectionPair pair = ConnectionPair.readFromNBT(list.getCompoundTagAt(i));
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LaserRelayConnectionHandler.addConnection(pair.positions[0], pair.positions[1], this.worldObj);
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}
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}
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@ -56,9 +61,9 @@ public abstract class TileEntityLaserRelay extends TileEntityBase{
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NBTTagCompound compound = super.getUpdateTag();
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NBTTagList list = new NBTTagList();
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ConcurrentSet<LaserRelayConnectionHandler.ConnectionPair> connections = LaserRelayConnectionHandler.getConnectionsFor(this.pos, this.worldObj);
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ConcurrentSet<ConnectionPair> connections = LaserRelayConnectionHandler.getConnectionsFor(this.pos, this.worldObj);
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if(connections != null && !connections.isEmpty()){
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for(LaserRelayConnectionHandler.ConnectionPair pair : connections){
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for(ConnectionPair pair : connections){
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list.appendTag(pair.writeToNBT());
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}
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}
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@ -81,7 +86,7 @@ public abstract class TileEntityLaserRelay extends TileEntityBase{
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BlockPos thisPos = this.pos;
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LaserRelayConnectionHandler.Network network = LaserRelayConnectionHandler.getNetworkFor(thisPos, this.worldObj);
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if(network != null){
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for(LaserRelayConnectionHandler.ConnectionPair aPair : network.connections){
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for(ConnectionPair aPair : network.connections){
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if(aPair.contains(thisPos) && PosUtil.areSamePos(thisPos, aPair.positions[0])){
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PacketParticle.renderParticlesFromAToB(aPair.positions[0].getX(), aPair.positions[0].getY(), aPair.positions[0].getZ(), aPair.positions[1].getX(), aPair.positions[1].getY(), aPair.positions[1].getZ(), ConfigBoolValues.LESS_PARTICLES.isEnabled() ? 1 : Util.RANDOM.nextInt(3)+1, 0.8F, this.isItem ? COLOR_ITEM : COLOR, 1F);
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}
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@ -93,7 +98,22 @@ public abstract class TileEntityLaserRelay extends TileEntityBase{
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@Override
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public void invalidate(){
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super.invalidate();
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//This is because Minecraft randomly invalidates tiles on world join and then validates them again
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//We need to compensate for this so that connections don't get broken randomly
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this.tempConnectionStorage = LaserRelayConnectionHandler.getConnectionsFor(this.pos, this.worldObj);
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LaserRelayConnectionHandler.removeRelayFromNetwork(this.pos, this.worldObj);
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}
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@Override
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public void validate(){
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if(this.tempConnectionStorage != null){
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for(ConnectionPair pair : this.tempConnectionStorage){
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LaserRelayConnectionHandler.addConnection(pair.positions[0], pair.positions[1], this.worldObj);
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}
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this.tempConnectionStorage = null;
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}
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super.validate();
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}
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}
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