Paper/patches/server/0919-Prevent-GameEvents-being-fired-from-unloaded-chunks.patch
Spottedleaf 1281f4f552 Make region/lock shift accessors per world
This has been done to ensure that the shifts are not used
until the world object is being constructed, which is before
the global configuration is initialised. There also isn't any
reason for these shifts to be global anyways.
2023-12-30 15:45:24 -08:00

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1.0 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Wed, 5 Apr 2023 20:15:47 +0100
Subject: [PATCH] Prevent GameEvents being fired from unloaded chunks
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.java
index 412ce6611f88c10fb374fdbae9748cceae689308..c17d8e00cd43f2f969c81be2ee65fab2b8578eae 100644
--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.java
@@ -1725,6 +1725,11 @@ public class ServerLevel extends Level implements WorldGenLevel {
@Override
public void gameEvent(GameEvent event, Vec3 emitterPos, GameEvent.Context emitter) {
+ // Paper start
+ if (this.getChunkIfLoadedImmediately((Mth.floor(emitterPos.x) >> 4), (Mth.floor(emitterPos.z) >> 4)) == null) {
+ return;
+ }
+ // Paper end
this.gameEventDispatcher.post(event, emitterPos, emitter);
}