Paper/patches/server/0818-Do-not-sync-load-chunk-for-dynamic-game-event-listen.patch
Jake Potrebic de04cbced5
Updated Upstream (Bukkit/CraftBukkit) (#10034)
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:
f29cb801 Separate checkstyle-suppressions file is not required
86f99bbe SPIGOT-7540, PR-946: Add ServerTickManager API
d4119585 SPIGOT-6903, PR-945: Add BlockData#getMapColor
b7a2ed41 SPIGOT-7530, PR-947: Add Player#removeResourcePack
9dd56255 SPIGOT-7527, PR-944: Add WindCharge#explode()
994a6163 Attempt upgrade of resolver libraries

CraftBukkit Changes:
b3b43a6ad Add Checkstyle check for unused imports
13fb3358e SPIGOT-7544: Scoreboard#getEntries() doesn't get entries but class names
3dda99c06 SPIGOT-7540, PR-1312: Add ServerTickManager API
2ab4508c0 SPIGOT-6903, PR-1311: Add BlockData#getMapColor
1dbdbbed4 PR-1238: Remove unnecessary sign ticking
659728d2a MC-264285, SPIGOT-7439, PR-1237: Fix unbreakable flint and steel is completely consumed while igniting creeper
e37e29ce0 Increase outdated build delay
c00438b39 SPIGOT-7530, PR-1313: Add Player#removeResourcePack
492dd80ce SPIGOT-7527, PR-1310: Add WindCharge#explode()
e11fbb9d7 Upgrade MySQL driver
9f3a0bd2a Attempt upgrade of resolver libraries
60d16d7ca PR-1306: Centralize Bukkit and Minecraft entity conversion

Spigot Changes:
06d602e7 Rebuild patches
2023-12-16 18:09:28 -08:00

30 lines
1.8 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Sun, 3 Jul 2022 22:31:37 -0700
Subject: [PATCH] Do not sync load chunk for dynamic game event listener
registration
These can be called while an entity is being added to the world,
and if the entity is being added from a chunk load context the
sync load will block indefinitely (because the chunk load context
is for completing the chunk to FULL).
This does raise questions about the current system for these
dynamic registrations, as it looks like there is _zero_ logic
to account for the case where the chunk is _not_ currently loaded
and then later loaded.
diff --git a/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java b/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
index e64435c1dfbaf182d2292a1123701033f817ec38..d368ba29fec49a989be1cacd2422599d6d613c29 100644
--- a/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
+++ b/src/main/java/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
@@ -48,7 +48,7 @@ public class DynamicGameEventListener<T extends GameEventListener> {
private static void ifChunkExists(LevelReader world, @Nullable SectionPos sectionPos, Consumer<GameEventListenerRegistry> dispatcherConsumer) {
if (sectionPos != null) {
- ChunkAccess chunkAccess = world.getChunk(sectionPos.x(), sectionPos.z(), ChunkStatus.FULL, false);
+ ChunkAccess chunkAccess = world.getChunkIfLoadedImmediately(sectionPos.getX(), sectionPos.getZ()); // Paper - can cause sync loads while completing a chunk, resulting in deadlock
if (chunkAccess != null) {
dispatcherConsumer.accept(chunkAccess.getListenerRegistry(sectionPos.y()));
}