11-19-2012, 11:56 AM
(This post was last modified: 11-19-2012, 12:20 PM by steven2612.)
I am just trying to rework the Mob spawning code.
At first I stopped limitless spawning mobs.
Second I spawn up to 50 mobs every 2 seconds when a player is online.
Third I destroy every mob after 1000 ticks (at the moment)
So wherever i go i get new mobs.
What to do next ?
- spawn mobs for each player (50 mobs for each player)
- destroy mobs only when no player is near
- don't destroy passive mobs and save passive mobs with chunk
- spawn mobs where they are supposed to be (for example squids only in water - maybe based on binomes, maybe configurable in world.ini for each biome)
- look at chunk loading/unloading - are mobs saved/loaded with chunk ?
while testing i got sometimes a server crash:
[7da60700|03:11:49] Assertion failed: BytesToEndOfBuffer >= 0, file source/ByteBuffer.cpp, line 357
MCServer: source/ByteBuffer.cpp:357: bool cByteBuffer::ReadBuf(void*, int): Assertion `0' failed.
what could this be ?
At first I stopped limitless spawning mobs.
Second I spawn up to 50 mobs every 2 seconds when a player is online.
Third I destroy every mob after 1000 ticks (at the moment)
So wherever i go i get new mobs.
What to do next ?
- spawn mobs for each player (50 mobs for each player)
- destroy mobs only when no player is near
- don't destroy passive mobs and save passive mobs with chunk
- spawn mobs where they are supposed to be (for example squids only in water - maybe based on binomes, maybe configurable in world.ini for each biome)
- look at chunk loading/unloading - are mobs saved/loaded with chunk ?
while testing i got sometimes a server crash:
[7da60700|03:11:49] Assertion failed: BytesToEndOfBuffer >= 0, file source/ByteBuffer.cpp, line 357
MCServer: source/ByteBuffer.cpp:357: bool cByteBuffer::ReadBuf(void*, int): Assertion `0' failed.
what could this be ?