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Keep a radius of cached regions loaded #2967

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4 changes: 4 additions & 0 deletions src/main/java/baritone/Baritone.java
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@
import baritone.api.utils.Helper;
import baritone.api.utils.IPlayerContext;
import baritone.behavior.*;
import baritone.cache.RegionLoader;
import baritone.cache.WorldProvider;
import baritone.command.manager.CommandManager;
import baritone.event.GameEventHandler;
Expand Down Expand Up @@ -120,6 +121,9 @@ public class Baritone implements IBaritone {
this.worldProvider = new WorldProvider();
this.selectionManager = new SelectionManager(this);
this.commandManager = new CommandManager(this);

RegionLoader regionLoader = new RegionLoader(this, 2); // load 3 by 3 area of chunks around the player.
this.gameEventHandler.registerEventListener(regionLoader);
}

@Override
Expand Down
106 changes: 106 additions & 0 deletions src/main/java/baritone/cache/RegionLoader.java
Original file line number Diff line number Diff line change
@@ -0,0 +1,106 @@
/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/

package baritone.cache;

import baritone.Baritone;
import baritone.api.event.events.RenderEvent;
import baritone.api.event.events.TickEvent;
import baritone.api.event.listener.AbstractGameEventListener;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.Entity;
import net.minecraft.world.World;

import static baritone.api.utils.Helper.mc;

/**
* Loads an area around the player and renderViewEntity to the cache.
*/
public class RegionLoader implements AbstractGameEventListener {

private final Baritone baritone;
private final WorldProvider worldProvider;
/**
* The maximum length from the player to the edge of the loaded region.
* A radius of 0 does no caching. A radius of 1 only loads the region the player is on.
* A radius of 2 load a 3 by three grid around the player.
*/
private final int radius;

private int lastRegionX;
private int lastRegionZ;

public RegionLoader(Baritone baritone, int radius) {
this.baritone = baritone;
this.worldProvider = baritone.getWorldProvider();
this.radius = radius;
}

@Override
public void onTick(TickEvent event) {
this.loadRegions();
}

@Override
public void onRenderPass(RenderEvent event) {
this.loadRegions();
}

private void loadRegions() {
EntityPlayerSP player = mc.player;
Entity renderViewEntity = mc.getRenderViewEntity();
// Don't do anything before the player is loaded.
if (player == null || renderViewEntity == null) {
return;
}
WorldData worldData = this.worldProvider.getCurrentWorld();
// Don't do anything if the world doesn't exist. Like in the main menu.
if (worldData == null) {
return;
}

int playerRegionX = player.chunkCoordX >> 5;
int playerRegionZ = player.chunkCoordZ >> 5;
// Only load if the player has moved.
if (playerRegionX != this.lastRegionX || playerRegionZ != this.lastRegionZ) {
loadAroundRegion(playerRegionX, playerRegionZ);
this.lastRegionX = playerRegionX;
this.lastRegionZ = playerRegionZ;
}

// Only load around the renderViewEntity if it's in a different region.
int renderViewEntityRegionX = renderViewEntity.chunkCoordX >> 5;
int renderViewEntityRegionZ = renderViewEntity.chunkCoordZ >> 5;
if (playerRegionX != renderViewEntityRegionX || playerRegionZ != renderViewEntityRegionZ) {
loadAroundRegion(renderViewEntityRegionX, renderViewEntityRegionZ);
}
}

private void loadAroundRegion(int regionX, int regionZ) {
CachedWorld cachedWorld = (CachedWorld) this.worldProvider.getCurrentWorld().getCachedWorld();
// If the radius is zero do nothing.
if (this.radius == 0) {
return;
}
// Load the regions.
for (int xOffset = -(this.radius - 1); xOffset < this.radius; xOffset++) {
for (int zOffset = -(this.radius - 1); zOffset < this.radius; zOffset++) {
cachedWorld.tryLoadFromDisk(regionX + xOffset, regionZ + zOffset);
}
}
}
}