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World unloading #22

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Bluexin opened this issue Jan 29, 2019 · 3 comments
Open

World unloading #22

Bluexin opened this issue Jan 29, 2019 · 3 comments

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@Bluexin
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Bluexin commented Jan 29, 2019

We only want the world to be loaded, generated and updated in relevant parts (around players and "chunk loading" to allow for "hot spots" like spawn area).
To achieve this, we need to find solutions to :

  • determine the range of interest
  • save entities (SpatialOS entities, including our version of MC Chunks)
  • load entities

We can have a much higher range compared to vanilla, but we still can't have it be infinite.

@Bluexin
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Bluexin commented Jan 29, 2019

One way to solve part of the problem could be to exploit the way Entity Interest range works (or optimize this with QBI).

Let's say we have a loading manager worker, which we'll call LoadingManager in this example.
By having players be "tagged" with a component over which LoadingManager has authority (write access), it'll cause the LoadingManager to be automatically updated with everything within LoadingManager's Interest range around the player.
This could be used to trigger loading, generating, ... for entities within that area.

@TheCodedOne TheCodedOne added this to the Public Test 1 milestone Feb 4, 2019
@Bluexin
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Bluexin commented Feb 4, 2019

Investigate techniques described here https://youtu.be/9MuC3Kp6OBU

@Bluexin Bluexin added this to To do in Public Test 1 Feb 4, 2019
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