attempt to make the game no crash when resetting chunks. Lighting gonna get fixed later I presume

This commit is contained in:
gnembon committed 2023-05-03 21:50:37 +02:00
1 parent 334f1060a5
commit 9cae675ede
3 files changed
+17 -26

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@@ -35,8 +35,6 @@ public abstract class ThreadedLevelLightEngine_scarpetChunkCreationMixin extends
@Final
private ChunkMap chunkMap;
//@Shadow public abstract void propagateLightSources(final ChunkPos chunkPos);
@Override
@Invoker("updateChunkStatus")
public abstract void invokeUpdateChunkStatus(ChunkPos pos);
@@ -61,22 +59,13 @@ public abstract class ThreadedLevelLightEngine_scarpetChunkCreationMixin extends
final ChunkPos pos = chunk.getPos();
propagateLightSources(pos);
/*this.addTask(pos.x, pos.z, () -> 0, ThreadedLevelLightEngine.TaskType.PRE_UPDATE, Util.name(() -> {
super.setLightEnabled(pos, true);
this.addTask(pos.x, pos.z, () -> 0, ThreadedLevelLightEngine.TaskType.PRE_UPDATE, Util.name(() -> {
chunk.findBlockLightSources((lightPos, state) -> {
final int lightEmission = state.getLightEmission();
enqueueIncrease(lightPos.asLong(), LightEngine.QueueEntry.increaseLightFromEmission(lightEmission, isEmptyShape(state)));
});
chunk.getLights().forEach(
blockPos -> super.onBlockEmissionIncrease(blockPos, chunk.getLightEmission(blockPos))
);
((Lighting_scarpetChunkCreationInterface) this).relight(SectionPos.getZeroNode(SectionPos.asLong(pos.x, 0, pos.z)));
},
() -> "Relight chunk " + pos
));*/
));
return CompletableFuture.runAsync(
Util.name(() -> {