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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.
| { | ||
| m_listeners.push_back(listener); | ||
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| // Not done on PE |
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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.
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.