From e4cb01011a8eac5453584a41f68a05436b1e6f8c Mon Sep 17 00:00:00 2001 From: Aikar Date: Mon, 28 Mar 2016 22:03:09 -0400 Subject: [PATCH] Prevent Waterflow BlockFromToEvent from loading chunks Many protection plugins would unintentionally trigger chunk loads by calling .getToBlock() on an unloaded chunk, killing performance. Simply skip the event call. as CraftBukkit blocks changing the block of unloaded chunks anyways. This keeps behavior consistent, vs inconsistent flowing based on plugin triggered loads. diff --git a/src/main/java/net/minecraft/server/BlockFlowing.java b/src/main/java/net/minecraft/server/BlockFlowing.java index 0336b9c..044ad71 100644 --- a/src/main/java/net/minecraft/server/BlockFlowing.java +++ b/src/main/java/net/minecraft/server/BlockFlowing.java @@ -105,6 +105,7 @@ public class BlockFlowing extends BlockFluids { IBlockData iblockdata2 = world.getType(blockposition.down()); if (this.h(world, blockposition.down(), iblockdata2)) { + if (!canFlowTo(world, source, BlockFace.DOWN)) { return; } // Paper // CraftBukkit start - Send "down" to the server BlockFromToEvent event = new BlockFromToEvent(source, BlockFace.DOWN); if (server != null) { @@ -142,6 +143,7 @@ public class BlockFlowing extends BlockFluids { EnumDirection enumdirection1 = (EnumDirection) iterator1.next(); // CraftBukkit start + if (!canFlowTo(world, source, org.bukkit.craftbukkit.block.CraftBlock.notchToBlockFace(enumdirection1))) { continue; } // Paper BlockFromToEvent event = new BlockFromToEvent(source, org.bukkit.craftbukkit.block.CraftBlock.notchToBlockFace(enumdirection1)); if (server != null) { server.getPluginManager().callEvent(event); @@ -156,8 +158,14 @@ public class BlockFlowing extends BlockFluids { } + // Paper start + private boolean canFlowTo(World world, org.bukkit.block.Block source, BlockFace face) { + return source.getWorld().isChunkLoaded((source.getX() + face.getModX()) >> 4, (source.getZ() + face.getModZ()) >> 4); + } + // Paper end + private void flow(World world, BlockPosition blockposition, IBlockData iblockdata, int i) { - if (world.isLoaded(blockposition) && this.h(world, blockposition, iblockdata)) { // CraftBukkit - add isLoaded check + if (/*world.isLoaded(blockposition) &&*/ this.h(world, blockposition, iblockdata)) { // CraftBukkit - add isLoaded check // Paper - Already checked before we get here for isLoaded if (iblockdata.getMaterial() != Material.AIR) { if (this.material == Material.LAVA) { this.fizz(world, blockposition); -- 2.10.0.windows.1