BlockStatePredictionHandler.java

net.minecraft.client.multiplayer.prediction.BlockStatePredictionHandler

信息

  • 全限定名:net.minecraft.client.multiplayer.prediction.BlockStatePredictionHandler
  • 类型:public class
  • 包:net.minecraft.client.multiplayer.prediction
  • 源码路径:src/main/java/net/minecraft/client/multiplayer/prediction/BlockStatePredictionHandler.java
  • 起始行号:L15
  • 实现:AutoCloseable
  • 职责:

    TODO

字段/常量

  • serverVerifiedStates

    • 类型: Long2ObjectOpenHashMap<BlockStatePredictionHandler.ServerVerifiedState>
    • 修饰符: private final
    • 源码定位: L16
    • 说明:

      TODO

  • currentSequenceNr

    • 类型: int
    • 修饰符: private
    • 源码定位: L17
    • 说明:

      TODO

  • isPredicting

    • 类型: boolean
    • 修饰符: private
    • 源码定位: L18
    • 说明:

      TODO

  • lastTeleportSequence

    • 类型: int
    • 修饰符: private
    • 源码定位: L19
    • 说明:

      TODO

内部类/嵌套类型

  • net.minecraft.client.multiplayer.prediction.BlockStatePredictionHandler.ServerVerifiedState
    • 类型: class
    • 修饰符: private static
    • 源码定位: L79
    • 说明:

      TODO

构造器

方法

下面的方法块按源码顺序生成。

public void retainKnownServerState(BlockPos pos, BlockState state, LocalPlayer player) @ L21

  • 方法名:retainKnownServerState
  • 源码定位:L21
  • 返回类型:void
  • 修饰符:public

参数:

  • pos: BlockPos
  • state: BlockState
  • player: LocalPlayer

说明:

TODO

public boolean updateKnownServerState(BlockPos pos, BlockState blockState) @ L31

  • 方法名:updateKnownServerState
  • 源码定位:L31
  • 返回类型:boolean
  • 修饰符:public

参数:

  • pos: BlockPos
  • blockState: BlockState

说明:

TODO

public void endPredictionsUpTo(int sequence, ClientLevel clientLevel) @ L41

  • 方法名:endPredictionsUpTo
  • 源码定位:L41
  • 返回类型:void
  • 修饰符:public

参数:

  • sequence: int
  • clientLevel: ClientLevel

说明:

TODO

public BlockStatePredictionHandler startPredicting() @ L55

  • 方法名:startPredicting
  • 源码定位:L55
  • 返回类型:BlockStatePredictionHandler
  • 修饰符:public

参数:

说明:

TODO

public void close() @ L61

  • 方法名:close
  • 源码定位:L61
  • 返回类型:void
  • 修饰符:public

参数:

说明:

TODO

public int currentSequence() @ L66

  • 方法名:currentSequence
  • 源码定位:L66
  • 返回类型:int
  • 修饰符:public

参数:

说明:

TODO

public void onTeleport() @ L70

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

参数:

说明:

TODO

public boolean isPredicting() @ L74

  • 方法名:isPredicting
  • 源码定位:L74
  • 返回类型:boolean
  • 修饰符:public

参数:

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class BlockStatePredictionHandler implements AutoCloseable {
    private final Long2ObjectOpenHashMap<BlockStatePredictionHandler.ServerVerifiedState> serverVerifiedStates = new Long2ObjectOpenHashMap<>();
    private int currentSequenceNr;
    private boolean isPredicting;
    private int lastTeleportSequence = -1;
 
    public void retainKnownServerState(BlockPos pos, BlockState state, LocalPlayer player) {
        this.serverVerifiedStates
            .compute(
                pos.asLong(),
                (key, serverVerifiedState) -> serverVerifiedState != null
                    ? serverVerifiedState.setSequence(this.currentSequenceNr)
                    : new BlockStatePredictionHandler.ServerVerifiedState(this.currentSequenceNr, state, player.position())
            );
    }
 
    public boolean updateKnownServerState(BlockPos pos, BlockState blockState) {
        BlockStatePredictionHandler.ServerVerifiedState serverVerifiedState = this.serverVerifiedStates.get(pos.asLong());
        if (serverVerifiedState == null) {
            return false;
        } else {
            serverVerifiedState.setBlockState(blockState);
            return true;
        }
    }
 
    public void endPredictionsUpTo(int sequence, ClientLevel clientLevel) {
        ObjectIterator<Entry<BlockStatePredictionHandler.ServerVerifiedState>> stateIterator = this.serverVerifiedStates.long2ObjectEntrySet().iterator();
 
        while (stateIterator.hasNext()) {
            Entry<BlockStatePredictionHandler.ServerVerifiedState> next = stateIterator.next();
            BlockStatePredictionHandler.ServerVerifiedState serverVerifiedState = next.getValue();
            if (serverVerifiedState.sequence <= sequence) {
                BlockPos pos = BlockPos.of(next.getLongKey());
                stateIterator.remove();
                clientLevel.syncBlockState(pos, serverVerifiedState.blockState, this.lastTeleportSequence < sequence ? serverVerifiedState.playerPos : null);
            }
        }
    }
 
    public BlockStatePredictionHandler startPredicting() {
        this.currentSequenceNr++;
        this.isPredicting = true;
        return this;
    }
 
    @Override
    public void close() {
        this.isPredicting = false;
    }
 
    public int currentSequence() {
        return this.currentSequenceNr;
    }
 
    public void onTeleport() {
        this.lastTeleportSequence = this.currentSequenceNr;
    }
 
    public boolean isPredicting() {
        return this.isPredicting;
    }
 
    @OnlyIn(Dist.CLIENT)
    private static class ServerVerifiedState {
        private final Vec3 playerPos;
        private int sequence;
        private BlockState blockState;
 
        private ServerVerifiedState(int sequence, BlockState blockState, Vec3 playerPos) {
            this.sequence = sequence;
            this.blockState = blockState;
            this.playerPos = playerPos;
        }
 
        private BlockStatePredictionHandler.ServerVerifiedState setSequence(int sequence) {
            this.sequence = sequence;
            return this;
        }
 
        private void setBlockState(BlockState blockState) {
            this.blockState = blockState;
        }
    }
}

引用的其他类