LevelLoadTracker.java

net.minecraft.client.multiplayer.LevelLoadTracker

信息

  • 全限定名:net.minecraft.client.multiplayer.LevelLoadTracker
  • 类型:public class
  • 包:net.minecraft.client.multiplayer
  • 源码路径:src/main/java/net/minecraft/client/multiplayer/LevelLoadTracker.java
  • 起始行号:L21
  • 实现:LevelLoadListener
  • 职责:

    TODO

字段/常量

  • LOGGER

    • 类型: Logger
    • 修饰符: private static final
    • 源码定位: L22
    • 说明:

      TODO

  • CLIENT_WAIT_TIMEOUT_MS

    • 类型: long
    • 修饰符: private static final
    • 源码定位: L23
    • 说明:

      TODO

  • LEVEL_LOAD_CLOSE_DELAY_MS

    • 类型: long
    • 修饰符: public static final
    • 源码定位: L24
    • 说明:

      TODO

  • serverProgressTracker

    • 类型: LevelLoadProgressTracker
    • 修饰符: private final
    • 源码定位: L25
    • 说明:

      TODO

  • serverChunkStatusView

    • 类型: ChunkLoadStatusView
    • 修饰符: private
    • 源码定位: L26
    • 说明:

      TODO

  • serverStage

    • 类型: LevelLoadListener.Stage
    • 修饰符: private volatile
    • 源码定位: L27
    • 说明:

      TODO

  • clientState

    • 类型: LevelLoadTracker.ClientState
    • 修饰符: private
    • 源码定位: L28
    • 说明:

      TODO

  • closeDelayMs

    • 类型: long
    • 修饰符: private final
    • 源码定位: L29
    • 说明:

      TODO

内部类/嵌套类型

  • net.minecraft.client.multiplayer.LevelLoadTracker.ClientLevelReady

    • 类型: record
    • 修饰符: private
    • 源码定位: L106
    • 说明:

      TODO

  • net.minecraft.client.multiplayer.LevelLoadTracker.ClientState

    • 类型: interface
    • 修饰符: private sealed
    • 源码定位: L110
    • 说明:

      TODO

  • net.minecraft.client.multiplayer.LevelLoadTracker.WaitingForPlayerChunk

    • 类型: record
    • 修饰符: private
    • 源码定位: L121
    • 说明:

      TODO

  • net.minecraft.client.multiplayer.LevelLoadTracker.WaitingForServer

    • 类型: record
    • 修饰符: private
    • 源码定位: L142
    • 说明:

      TODO

构造器

public LevelLoadTracker() @ L31

  • 构造器名:LevelLoadTracker
  • 源码定位:L31
  • 修饰符:public

参数:

说明:

TODO

public LevelLoadTracker(long closeDelayMs) @ L35

  • 构造器名:LevelLoadTracker
  • 源码定位:L35
  • 修饰符:public

参数:

  • closeDelayMs: long

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void setServerChunkStatusView(ChunkLoadStatusView serverChunkStatusView) @ L39

  • 方法名:setServerChunkStatusView
  • 源码定位:L39
  • 返回类型:void
  • 修饰符:public

参数:

  • serverChunkStatusView: ChunkLoadStatusView

说明:

TODO

public void startClientLoad(LocalPlayer player, ClientLevel level, LevelRenderer levelRenderer) @ L43

  • 方法名:startClientLoad
  • 源码定位:L43
  • 返回类型:void
  • 修饰符:public

参数:

  • player: LocalPlayer
  • level: ClientLevel
  • levelRenderer: LevelRenderer

说明:

TODO

public void tickClientLoad() @ L47

  • 方法名:tickClientLoad
  • 源码定位:L47
  • 返回类型:void
  • 修饰符:public

参数:

说明:

TODO

public boolean isLevelReady() @ L53

  • 方法名:isLevelReady
  • 源码定位:L53
  • 返回类型:boolean
  • 修饰符:public

参数:

说明:

TODO

public void loadingPacketsReceived() @ L64

  • 方法名:loadingPacketsReceived
  • 源码定位:L64
  • 返回类型:void
  • 修饰符:public

参数:

说明:

TODO

public void start(LevelLoadListener.Stage stage, int totalChunks) @ L70

  • 方法名:start
  • 源码定位:L70
  • 返回类型:void
  • 修饰符:public

参数:

  • stage: LevelLoadListener.Stage
  • totalChunks: int

说明:

TODO

public void update(LevelLoadListener.Stage stage, int currentChunks, int totalChunks) @ L76

  • 方法名:update
  • 源码定位:L76
  • 返回类型:void
  • 修饰符:public

参数:

  • stage: LevelLoadListener.Stage
  • currentChunks: int
  • totalChunks: int

说明:

TODO

public void finish(LevelLoadListener.Stage stage) @ L81

  • 方法名:finish
  • 源码定位:L81
  • 返回类型:void
  • 修饰符:public

参数:

  • stage: LevelLoadListener.Stage

说明:

TODO

public void updateFocus(ResourceKey<Level> dimension, ChunkPos chunkPos) @ L86

  • 方法名:updateFocus
  • 源码定位:L86
  • 返回类型:void
  • 修饰符:public

参数:

  • dimension: ResourceKey
  • chunkPos: ChunkPos

说明:

TODO

public ChunkLoadStatusView statusView() @ L93

  • 方法名:statusView
  • 源码定位:L93
  • 返回类型:ChunkLoadStatusView
  • 修饰符:public

参数:

说明:

TODO

public float serverProgress() @ L97

  • 方法名:serverProgress
  • 源码定位:L97
  • 返回类型:float
  • 修饰符:public

参数:

说明:

TODO

public boolean hasProgress() @ L101

  • 方法名:hasProgress
  • 源码定位:L101
  • 返回类型:boolean
  • 修饰符:public

参数:

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class LevelLoadTracker implements LevelLoadListener {
    private static final Logger LOGGER = LogUtils.getLogger();
    private static final long CLIENT_WAIT_TIMEOUT_MS = TimeUnit.SECONDS.toMillis(30L);
    public static final long LEVEL_LOAD_CLOSE_DELAY_MS = 500L;
    private final LevelLoadProgressTracker serverProgressTracker = new LevelLoadProgressTracker(true);
    private @Nullable ChunkLoadStatusView serverChunkStatusView;
    private volatile LevelLoadListener.@Nullable Stage serverStage;
    private LevelLoadTracker.@Nullable ClientState clientState;
    private final long closeDelayMs;
 
    public LevelLoadTracker() {
        this(0L);
    }
 
    public LevelLoadTracker(long closeDelayMs) {
        this.closeDelayMs = closeDelayMs;
    }
 
    public void setServerChunkStatusView(ChunkLoadStatusView serverChunkStatusView) {
        this.serverChunkStatusView = serverChunkStatusView;
    }
 
    public void startClientLoad(LocalPlayer player, ClientLevel level, LevelRenderer levelRenderer) {
        this.clientState = new LevelLoadTracker.WaitingForServer(player, level, levelRenderer, Util.getMillis() + CLIENT_WAIT_TIMEOUT_MS);
    }
 
    public void tickClientLoad() {
        if (this.clientState != null) {
            this.clientState = this.clientState.tick();
        }
    }
 
    public boolean isLevelReady() {
        if (this.clientState instanceof LevelLoadTracker.ClientLevelReady(long var10)) {
            long var5 = var10;
            if (true && Util.getMillis() >= var5 + this.closeDelayMs) {
                return true;
            }
        }
 
        return false;
    }
 
    public void loadingPacketsReceived() {
        if (this.clientState != null) {
            this.clientState = this.clientState.loadingPacketsReceived();
        }
    }
 
    @Override
    public void start(LevelLoadListener.Stage stage, int totalChunks) {
        this.serverProgressTracker.start(stage, totalChunks);
        this.serverStage = stage;
    }
 
    @Override
    public void update(LevelLoadListener.Stage stage, int currentChunks, int totalChunks) {
        this.serverProgressTracker.update(stage, currentChunks, totalChunks);
    }
 
    @Override
    public void finish(LevelLoadListener.Stage stage) {
        this.serverProgressTracker.finish(stage);
    }
 
    @Override
    public void updateFocus(ResourceKey<Level> dimension, ChunkPos chunkPos) {
        if (this.serverChunkStatusView != null) {
            this.serverChunkStatusView.moveTo(dimension, chunkPos);
        }
    }
 
    public @Nullable ChunkLoadStatusView statusView() {
        return this.serverChunkStatusView;
    }
 
    public float serverProgress() {
        return this.serverProgressTracker.get();
    }
 
    public boolean hasProgress() {
        return this.serverStage != null;
    }
 
    @OnlyIn(Dist.CLIENT)
    private record ClientLevelReady(long readyAt) implements LevelLoadTracker.ClientState {
    }
 
    @OnlyIn(Dist.CLIENT)
    private sealed interface ClientState permits LevelLoadTracker.WaitingForServer, LevelLoadTracker.WaitingForPlayerChunk, LevelLoadTracker.ClientLevelReady {
        default LevelLoadTracker.ClientState tick() {
            return this;
        }
 
        default LevelLoadTracker.ClientState loadingPacketsReceived() {
            return this;
        }
    }
 
    @OnlyIn(Dist.CLIENT)
    private record WaitingForPlayerChunk(LocalPlayer player, ClientLevel level, LevelRenderer levelRenderer, long timeoutAfter)
        implements LevelLoadTracker.ClientState {
        @Override
        public LevelLoadTracker.ClientState tick() {
            return (LevelLoadTracker.ClientState)(this.isReady() ? new LevelLoadTracker.ClientLevelReady(Util.getMillis()) : this);
        }
 
        private boolean isReady() {
            if (Util.getMillis() > this.timeoutAfter) {
                LevelLoadTracker.LOGGER.warn("Timed out while waiting for the client to load chunks, letting the player into the world anyway");
                return true;
            } else {
                BlockPos playerPos = this.player.blockPosition();
                return !this.level.isOutsideBuildHeight(playerPos.getY()) && !this.player.isSpectator() && this.player.isAlive()
                    ? this.levelRenderer.isSectionCompiledAndVisible(playerPos)
                    : true;
            }
        }
    }
 
    @OnlyIn(Dist.CLIENT)
    private record WaitingForServer(LocalPlayer player, ClientLevel level, LevelRenderer levelRenderer, long timeoutAfter)
        implements LevelLoadTracker.ClientState {
        @Override
        public LevelLoadTracker.ClientState loadingPacketsReceived() {
            return new LevelLoadTracker.WaitingForPlayerChunk(this.player, this.level, this.levelRenderer, this.timeoutAfter);
        }
    }
}

引用的其他类