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e035fd7034
Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: cc9aa21a SPIGOT-6399, SPIGOT-7344: Clarify collidable behavior for player entities f23325b6 Add API for per-world simulation distances 26e1774e Add API for per-world view distances 0b541e60 Add PlayerLoginEvent#getRealAddress 5f027d2d PR-949: Add Vector#fromJOML() overloads for read-only vector types CraftBukkit Changes: bcf56171a PR-1321: Clean up some stuff which got missed during previous PRs 7f833a2d1 SPIGOT-7462: Players no longer drop XP after dying near a Sculk Catalyst 752aac669 Implement APIs for per world view and simulation distances 57d7ef433 Preserve empty enchantment tags for glow effect 465ec3fb4 Remove connected check on setScoreboard f90ce621e Use one PermissibleBase for all command blocks 5876cca44 SPIGOT-7550: Fix creation of Arrow instances f03fc3aa3 SPIGOT-7549: ServerTickManager#setTickRate incorrect Precondition 9d7f49b01 SPIGOT-7548: Fix wrong spawn location for experience orb and dropped item Spigot Changes: ed9ba9a4 Drop no longer required patch ignoring -o option 86b5dd6a SPIGOT-7546: Fix hardcoded check for outdated client message aa7cde7a Remove obsolete APIs for per world view and simulation distances 6dff577e Remove obsolete patch preserving empty `ench` tags a3bf95b8 Remove obsolete PlayerLoginEvent#getRealAddress 1b02f5d6 Remove obsolete connected check on setScoreboard patch acf717eb Remove obsolete command block PermissibleBase patch 053fa2a9 Remove redundant patch dealing with null tile entities
30 lines
1.8 KiB
Diff
30 lines
1.8 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 3 Jul 2022 22:31:37 -0700
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Subject: [PATCH] Do not sync load chunk for dynamic game event listener
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registration
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These can be called while an entity is being added to the world,
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and if the entity is being added from a chunk load context the
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sync load will block indefinitely (because the chunk load context
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is for completing the chunk to FULL).
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This does raise questions about the current system for these
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dynamic registrations, as it looks like there is _zero_ logic
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to account for the case where the chunk is _not_ currently loaded
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and then later loaded.
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diff --git a/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java b/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
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index e64435c1dfbaf182d2292a1123701033f817ec38..d368ba29fec49a989be1cacd2422599d6d613c29 100644
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--- a/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
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+++ b/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
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@@ -48,7 +48,7 @@ public class DynamicGameEventListener<T extends GameEventListener> {
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private static void ifChunkExists(LevelReader world, @Nullable SectionPos sectionPos, Consumer<GameEventListenerRegistry> dispatcherConsumer) {
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if (sectionPos != null) {
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- ChunkAccess chunkAccess = world.getChunk(sectionPos.x(), sectionPos.z(), ChunkStatus.FULL, false);
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+ ChunkAccess chunkAccess = world.getChunkIfLoadedImmediately(sectionPos.getX(), sectionPos.getZ()); // Paper - can cause sync loads while completing a chunk, resulting in deadlock
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if (chunkAccess != null) {
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dispatcherConsumer.accept(chunkAccess.getListenerRegistry(sectionPos.y()));
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}
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