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* Update patches to handle vineflower decompiler * update patches again to handle inlined simple lambdas * update vf again and re-apply/rebuild patches * update patches after removal of verify-merges flag * fix compile issue * remove maven local * fix some issues * address more issues * fix collision patch * use paperweight release * more fixes * update fineflower and fix patches again * add missing comment descriptor --------- Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
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 53eeb59257e3e943cbe7dc113674135077f0c20d..fc316f6c6db1d39bb24daa1d272e5128c71320dd 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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@@ -41,7 +41,7 @@ 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 - Perf: 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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