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| int field_23C; | ||
| TileID* m_pBlockData; | ||
| std::vector<Entity*> m_entities[128 / 16]; | ||
| std::map<ChunkTilePos, TileEntity*> m_tileEntities; |
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it's getting to the point where we need an unordered hash map and we need to go through just about every map and see if it needs to be replaced so we can squash the o log n lookups.
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How do you want to broadcast the current state of the container? The ContainerSetContentPacket and ContainerSetSlotPacket just need to be hooked up to wherever they are in PE. Otherwise, the functions do work and transmit the data properly and I fixed the ServerPlayer container transmission bug.
@BrentDaMage is it possible I could get you to do container hookups where the PE equivs are? This PR isn't necessary for it, it's just the hookups to transmit data. Using this for the furnaces visual clues would help tho
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I'll do this, there's some stuff in furnace that sends packets that I (for obvious reasons) never decompiled. I'm sure chests are the same.
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I've gotten chests and furnaces mostly working in multiplayer. There's some weird occasional desync issues I'm working out. |
…hen placing back (have to go to work waaaah)
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? |
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tell me why |
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they quit damn |
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If she did actually quit I wish she would have warned us before deleting the branch there was a lot of misc bugfixes i coulda separated out. |
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Wait actually you can still see the diff yippe, I'll try and get the bugfixes in myself if she doesn't say anything for a day or so. |
Thank god it archives |
Okay I'll update this with more information about the PR and its features/changes when it's nearing completion. Right now I'm just documenting my progress and what's left to do.
Save compatibility check<- 0.4.0? where should we take this from? unneeded for now if goal is 0.3.3misc:
Right now even interacting with tile entities in multiplayer causes your buddy's client watch you place whatever is in your hand.