Paper/nms-patches/PlayerChunk.patch

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2019-04-23 04:00:00 +02:00
--- a/net/minecraft/server/PlayerChunk.java
+++ b/net/minecraft/server/PlayerChunk.java
@@ -23,7 +23,7 @@
private volatile CompletableFuture<Either<Chunk, PlayerChunk.Failure>> tickingFuture;
private volatile CompletableFuture<Either<Chunk, PlayerChunk.Failure>> entityTickingFuture;
private CompletableFuture<IChunkAccess> chunkSave;
- private int oldTicketLevel;
+ public int oldTicketLevel; // CraftBukkit - public
private int ticketLevel;
private int n;
private final ChunkCoordIntPair location;
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@@ -43,7 +43,7 @@
this.fullChunkFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
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this.tickingFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
this.entityTickingFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
- this.chunkSave = CompletableFuture.completedFuture((Object) null);
+ this.chunkSave = CompletableFuture.completedFuture(null); // CraftBukkit - decompile error
this.dirtyBlocks = new short[64];
this.location = chunkcoordintpair;
this.lightEngine = lightengine;
@@ -55,6 +55,14 @@
this.a(i);
}
+ // CraftBukkit start
+ public Chunk getFullChunk() {
+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> statusFuture = this.getStatusFuture(ChunkStatus.FULL);
+ Either<IChunkAccess, PlayerChunk.Failure> either = (Either<IChunkAccess, PlayerChunk.Failure>) statusFuture.getNow(null);
+ return either == null ? null : (Chunk) either.left().orElse(null);
+ }
+ // CraftBukkit end
+
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUnchecked(ChunkStatus chunkstatus) {
CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = (CompletableFuture) this.statusFutures.get(chunkstatus.c());
@@ -62,7 +70,7 @@
}
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFuture(ChunkStatus chunkstatus) {
- return b(this.ticketLevel).b(chunkstatus) ? this.getStatusFutureUnchecked(chunkstatus) : PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE;
+ return b(this.oldTicketLevel).b(chunkstatus) ? this.getStatusFutureUnchecked(chunkstatus) : PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE; // CraftBukkit using oldTicketLevel for isLoaded checks
}
public CompletableFuture<Either<Chunk, PlayerChunk.Failure>> a() {
@@ -76,9 +84,9 @@
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@Nullable
public Chunk getChunk() {
CompletableFuture<Either<Chunk, PlayerChunk.Failure>> completablefuture = this.a();
- Either<Chunk, PlayerChunk.Failure> either = (Either) completablefuture.getNow((Object) null);
+ Either<Chunk, PlayerChunk.Failure> either = (Either) completablefuture.getNow(null); // CraftBukkit - decompile error
- return either == null ? null : (Chunk) either.left().orElse((Object) null);
+ return either == null ? null : (Chunk) either.left().orElse(null); // CraftBukkit - decompile error
}
public CompletableFuture<IChunkAccess> getChunkSave() {
@@ -201,7 +209,7 @@
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CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = (CompletableFuture) this.statusFutures.get(i);
if (completablefuture != null) {
- Either<IChunkAccess, PlayerChunk.Failure> either = (Either) completablefuture.getNow((Object) null);
+ Either<IChunkAccess, PlayerChunk.Failure> either = (Either) completablefuture.getNow(null); // CraftBukkit - decompile error
if (either == null || either.left().isPresent()) {
return completablefuture;
@@ -256,6 +264,21 @@
boolean flag1 = this.ticketLevel <= PlayerChunkMap.GOLDEN_TICKET;
PlayerChunk.State playerchunk_state = c(this.oldTicketLevel);
PlayerChunk.State playerchunk_state1 = c(this.ticketLevel);
+ // CraftBukkit start
+ // ChunkUnloadEvent: Called before the chunk is unloaded: isChunkLoaded is still true and chunk can still be modified by plugins.
+ if (playerchunk_state.a(PlayerChunk.State.BORDER) && !playerchunk_state1.a(PlayerChunk.State.BORDER)) { // PAIL oldChunkState, newChunkState, isAtLeast
+ this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ either.ifLeft((chunkAccess) -> {
+ Chunk chunk = (Chunk) chunkAccess;
+ // Minecraft will apply the chunks tick lists to the world once the chunk got loaded, and then store the tick
+ // lists again inside the chunk once the chunk becomes inaccessible and set the chunk's needsSaving flag.
+ // These actions may however happen deferred, so we manually set the needsSaving flag already here.
+ chunk.setNeedsSaving(true);
+ chunk.unloadCallback();
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+ });
+ });
+ }
+ // CraftBukkit end
if (flag1) {
for (int i = flag ? chunkstatus.c() + 1 : 0; i <= chunkstatus1.c(); ++i) {
@@ -294,7 +317,7 @@
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if (flag2 && !flag3) {
completablefuture = this.fullChunkFuture;
this.fullChunkFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
- this.a(completablefuture.thenApply((either1) -> {
+ this.a(((CompletableFuture<Either<Chunk, PlayerChunk.Failure>>) completablefuture).thenApply((either1) -> { // CraftBukkit - decompile error
playerchunkmap.getClass();
return either1.ifLeft(playerchunkmap::a);
}));
@@ -332,6 +355,17 @@
this.w.a(this.location, this::j, this.ticketLevel, this::d);
this.oldTicketLevel = this.ticketLevel;
+ // CraftBukkit start
+ // ChunkLoadEvent: Called after the chunk is loaded: isChunkLoaded returns true and chunk is ready to be modified by plugins.
+ if (!playerchunk_state.a(PlayerChunk.State.BORDER) && playerchunk_state1.a(PlayerChunk.State.BORDER)) { // PAIL oldChunkState, newChunkState, isAtLeast
+ this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ either.ifLeft((chunkAccess) -> {
+ Chunk chunk = (Chunk) chunkAccess;
+ chunk.loadCallback();
+ });
+ });
+ }
+ // CraftBukkit end
}
public static ChunkStatus b(int i) {