2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Wed, 2 Dec 2020 18:23:26 -0800
Subject: [PATCH] Add cause to Weather/ThunderChangeEvents
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
index d8eeedcc52ae939246caa61a6bacd3b15c8ae239..8e2edab16113128a755349d03d83dd46e8b806cb 100644
2021-06-11 14:02:28 +02:00
--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -434,8 +434,8 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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this.serverLevelData.setClearWeatherTime(clearDuration);
this.serverLevelData.setRainTime(rainDuration);
this.serverLevelData.setThunderTime(rainDuration);
- this.serverLevelData.setRaining(raining);
- this.serverLevelData.setThundering(thundering);
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+ this.serverLevelData.setRaining(raining, org.bukkit.event.weather.WeatherChangeEvent.Cause.COMMAND); // Paper - Add cause to Weather/ThunderChangeEvents
+ this.serverLevelData.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.COMMAND); // Paper - Add cause to Weather/ThunderChangeEvents
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}
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@Override
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -851,8 +851,8 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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this.serverLevelData.setThunderTime(j);
this.serverLevelData.setRainTime(k);
this.serverLevelData.setClearWeatherTime(i);
- this.serverLevelData.setThundering(flag1);
- this.serverLevelData.setRaining(flag2);
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+ this.serverLevelData.setThundering(flag1, org.bukkit.event.weather.ThunderChangeEvent.Cause.NATURAL); // Paper - Add cause to Weather/ThunderChangeEvents
+ this.serverLevelData.setRaining(flag2, org.bukkit.event.weather.WeatherChangeEvent.Cause.NATURAL); // Paper - Add cause to Weather/ThunderChangeEvents
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}
this.oThunderLevel = this.thunderLevel;
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -919,14 +919,14 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
2023-12-06 04:57:46 +01:00
@VisibleForTesting
public void resetWeatherCycle() {
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// CraftBukkit start
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- this.serverLevelData.setRaining(false);
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+ this.serverLevelData.setRaining(false, org.bukkit.event.weather.WeatherChangeEvent.Cause.SLEEP); // Paper - Add cause to Weather/ThunderChangeEvents
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// If we stop due to everyone sleeping we should reset the weather duration to some other random value.
// Not that everyone ever manages to get the whole server to sleep at the same time....
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if (!this.serverLevelData.isRaining()) {
this.serverLevelData.setRainTime(0);
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}
// CraftBukkit end
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- this.serverLevelData.setThundering(false);
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+ this.serverLevelData.setThundering(false, org.bukkit.event.weather.ThunderChangeEvent.Cause.SLEEP); // Paper - Add cause to Weather/ThunderChangeEvents
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// CraftBukkit start
// If we stop due to everyone sleeping we should reset the weather duration to some other random value.
// Not that everyone ever manages to get the whole server to sleep at the same time....
diff --git a/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java b/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
2024-10-23 20:15:25 +02:00
index 6a3959095e57f76b3a092b32d26ff91cf1c5e068..0fa16ff37f09ecfda104b751e48bf246820afc98 100644
2021-06-11 14:02:28 +02:00
--- a/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
+++ b/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
2024-04-24 16:29:12 +02:00
@@ -337,6 +337,11 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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@Override
public void setThundering(boolean thundering) {
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+ // Paper start - Add cause to Weather/ThunderChangeEvents
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+ this.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.UNKNOWN);
+ }
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+ public void setThundering(boolean thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause cause) {
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+ // Paper end - Add cause to Weather/ThunderChangeEvents
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// CraftBukkit start
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if (this.thundering == thundering) {
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return;
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@@ -344,7 +349,7 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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org.bukkit.World world = Bukkit.getWorld(this.getLevelName());
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if (world != null) {
- ThunderChangeEvent thunder = new ThunderChangeEvent(world, thundering);
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+ ThunderChangeEvent thunder = new ThunderChangeEvent(world, thundering, cause); // Paper - Add cause to Weather/ThunderChangeEvents
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Bukkit.getServer().getPluginManager().callEvent(thunder);
if (thunder.isCancelled()) {
return;
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@@ -371,6 +376,12 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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@Override
public void setRaining(boolean raining) {
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+ // Paper start - Add cause to Weather/ThunderChangeEvents
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+ this.setRaining(raining, org.bukkit.event.weather.WeatherChangeEvent.Cause.UNKNOWN);
+ }
+
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+ public void setRaining(boolean raining, org.bukkit.event.weather.WeatherChangeEvent.Cause cause) {
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+ // Paper end - Add cause to Weather/ThunderChangeEvents
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// CraftBukkit start
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if (this.raining == raining) {
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return;
2024-04-24 16:29:12 +02:00
@@ -378,7 +389,7 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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org.bukkit.World world = Bukkit.getWorld(this.getLevelName());
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if (world != null) {
- WeatherChangeEvent weather = new WeatherChangeEvent(world, raining);
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+ WeatherChangeEvent weather = new WeatherChangeEvent(world, raining, cause); // Paper - Add cause to Weather/ThunderChangeEvents
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Bukkit.getServer().getPluginManager().callEvent(weather);
if (weather.isCancelled()) {
return;
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
index 75554719891cfeccfde1b6b58bf9861db1268adc..b2455a03d92187b35bb0efeb4b041bbf7936851e 100644
2021-06-11 14:02:28 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -1200,7 +1200,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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@Override
public void setStorm(boolean hasStorm) {
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- this.world.levelData.setRaining(hasStorm);
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+ this.world.serverLevelData.setRaining(hasStorm, org.bukkit.event.weather.WeatherChangeEvent.Cause.PLUGIN); // Paper - Add cause to Weather/ThunderChangeEvents
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this.setWeatherDuration(0); // Reset weather duration (legacy behaviour)
this.setClearWeatherDuration(0); // Reset clear weather duration (reset "/weather clear" commands)
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}
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -1222,7 +1222,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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@Override
public void setThundering(boolean thundering) {
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- this.world.serverLevelData.setThundering(thundering);
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+ this.world.serverLevelData.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.PLUGIN); // Paper - Add cause to Weather/ThunderChangeEvents
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this.setThunderDuration(0); // Reset weather duration (legacy behaviour)
this.setClearWeatherDuration(0); // Reset clear weather duration (reset "/weather clear" commands)
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}