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@@ -4,7 +4,7 @@
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#diorama(
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orbit: false,
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"
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"
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p 0 0 0 dropper facing=up triggered=false
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p 0 1 0 dropper facing=up triggered=false
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p 0 2 0 dropper facing=east triggered=false
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@@ -16,6 +16,8 @@ p 1 2 0 oak_trapdoor facing=north open=true half=top
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Everything I know about Entity ID Wireless Redstone (EID Wireless) for Minecraft Java Edition 1.14+.
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A written supplement to #link("https://youtu.be/81OV1BltMQ8")[iPlayGames's Wireless Masterclass].
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#warn[
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In versions 1.14 - 26.1, only multiplayer servers are supported.
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@@ -8,9 +8,8 @@ generally unexpected entity spawns that mess up the ID.
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== Other Entities
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Recall that *any* entity spawning will increment the ID counter, and the full list of entities is
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surprising. An exhaustive list is available at #link(
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"https://minecraft.wiki/w/Entity#Types_of_entities",
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)[The Minecraft Wiki].
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surprising. An exhaustive list is available at
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#link("https://minecraft.wiki/w/Entity#Types_of_entities")[The Minecraft Wiki].
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In general, the solution is to spawn our item entities at nearly the same time, so there is no
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chance for other entities to spawn in-between. For example, by spawning all items with droppers in
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@@ -24,29 +23,32 @@ game world ("server thread") contains the item entities we care about for the pu
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Wireless, as these are the entities we can detect with redstone. However, the renderer ("client
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thread") *also* tracks some entities.
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In versions before 26.2, there was a bug that caused the client thread and server thread to use the
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*same* global ID counter. Therefore every entity might increment the counter twice: once when it
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spawns in the server, and once when the client begins to track it. Because this depends on the
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position and orientation of the player, and also on the unpredictable scheduling of the two
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execution threads, it is impossible to truly compensate for these effects.
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In versions before 26.2, there was a bug
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(#link("https://report.bugs.mojang.com/servicedesk/customer/portal/2/MC-238384")[MC-238384])
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that caused the client thread and server thread to use the *same* global ID counter. Therefore every
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entity might increment the counter twice: once when it spawns in the server, and once when the
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client begins to track it. Because this depends on the position and orientation of the player, and
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also on the unpredictable scheduling of the two execution threads, it is impossible to truly
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compensate for these effects.
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The solution is to either use a dedicated minecraft server, so that the client and servers run in
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separate processes, or install a mod which patches the game to use a separate counter for the
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separate processes, or install a mod that patches the game to use a separate counter for the
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client.
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#todo[Singleplayer patch links][Grab links for these mods and figure out exactly which versions
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they're good for.]
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There are also several mods that fix this functionality in some versions before 26.2
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- https://github.com/MESLewis/local-server-entity-id-fix
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- https://github.com/Mikarific/EIDTracker
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#todo[Singleplayer patch links][figure out exact version compatibility list.]
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== Paper Servers <paper>
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#todo[Paper compatibility list][Figure out which versions of Paper broke the thing.]
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Most recent versions of Paper server are compatible with EID Wireless. However, Paper 1.16-1.17
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included a *different* stationary entity optimization from Spigot
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(#link("https://github.com/PaperMC/Paper/issues/6277")[Paper \#6277]) that corrupts this.
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Most recent versions of Paper server are compatible with EID Wireless. However, there are old
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versions of Spigot which include a *different* stationary item optimization which corrupts this. A
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few versions of Paper erroneously included this old optimization (on top of the mod 4 optimization)
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which breaks EID Wireless.
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#todo[Broken Paper/Spigot code][Show the patch with the busted optimization.]
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#todo[Paper compatibility list][figure out exact version compatibility list.]
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== Unloaded Chunks
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@@ -50,13 +50,13 @@ p 0 0 0
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#todo[fix tileset naming. the tileset is the *structure*. the particular sequence is just one instance of that tileset]
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A *tile sequence* is a chain of redstone components which all update in the tile tick phase.
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A *tile sequence* is a chain of redstone components that all update in the tile tick phase.
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The fundamental principle here is to use tile-tick priority (TTP) to set a global order.
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#link("https://youtu.be/sLftwVwqPQE")[See Charlie's great video on TTP for details].
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A *tile set* is a system of constructing tile sequences which enforce a particular global ordering.
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A *tile set* is a system of constructing tile sequences that enforces a particular global ordering.
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Components which activate later in the sequence have a stronger effect on the order, so to match our
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Components that activate later in the sequence have a stronger effect on the order, so to match our
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left-to-right reading convention, we diagram tile sequences so the signal flows right-to-left.
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=== The Tile Tick Priority Queue
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