Paper/Spigot-Server-Patches/0355-Fix-issues-with-entity-loss-due-to-unloaded-chunks.patch
Daniel Ennis c97ce029e9
1.16.2 Release (#4123)
PaperMC believes that 1.16.2 is now ready for general release as we fixed the main issue plagueing the 1.16.x release, the MapLike data conversion issues.

Until now, it was not safe for a server to convert a world to 1.16.2 without data conversion issues around villages and potentially other things. If you did, those MapLike errors meant something went wrong.

This is now resolved.

Big thanks to all those that helped, notably @BillyGalbreath and @Proximyst who did large parts of the update process with me.

Please as always, backup your worlds and test before updating to 1.16.2!

If you update to 1.16.2, there is no going back to an older build than this.

---------------------------------

Co-authored-by: William Blake Galbreath <Blake.Galbreath@GMail.com>
Co-authored-by: Mariell Hoversholm <proximyst@proximyst.com>
Co-authored-by: krolik-exe <69214078+krolik-exe@users.noreply.github.com>
Co-authored-by: BillyGalbreath <BillyGalbreath@users.noreply.github.com>
Co-authored-by: stonar96 <minecraft.stonar96@gmail.com>
Co-authored-by: Shane Freeder <theboyetronic@gmail.com>
Co-authored-by: Jason <jasonpenilla2@me.com>
Co-authored-by: kashike <kashike@vq.lc>
Co-authored-by: Aurora <21148213+aurorasmiles@users.noreply.github.com>
Co-authored-by: KennyTV <kennytv@t-online.de>
Co-authored-by: commandblockguy <commandblockguy1@gmail.com>
Co-authored-by: DigitalRegent <misterwener@gmail.com>
Co-authored-by: ishland <ishlandmc@yeah.net>
2020-08-24 22:40:19 -04:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 28 Sep 2018 21:49:53 -0400
Subject: [PATCH] Fix issues with entity loss due to unloaded chunks
Vanilla has risk of losing entities by causing them to be
removed from all chunks if they try to move into an unloaded chunk.
This pretty much means high chance this entity will be lost in this
scenario.
There is another case that adding an entity to the world can fail if
the chunk isn't loaded.
Lots of the server is designed around addEntity never expecting to fail
for these reasons, nor is it really logical.
This change ensures the chunks are always loaded when entities are
added to the world, or a valid entity moves between chunks.
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
index ad9633747c4fc8546924c4d86ad45eb611c12102..74a7fe5094a488a05352f4118ff350a5c17f96ba 100644
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
@@ -735,11 +735,18 @@ public class WorldServer extends World implements GeneratorAccessSeed {
int k = MathHelper.floor(entity.locZ() / 16.0D);
if (!entity.inChunk || entity.chunkX != i || entity.chunkY != j || entity.chunkZ != k) {
+ // Paper start - remove entity if its in a chunk more correctly.
+ Chunk currentChunk = entity.getCurrentChunk();
+ if (currentChunk != null) {
+ currentChunk.removeEntity(entity);
+ }
+ // Paper end
+
if (entity.inChunk && this.isChunkLoaded(entity.chunkX, entity.chunkZ)) {
this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY);
}
- if (!entity.cj() && !this.isChunkLoaded(i, k)) {
+ if (!entity.valid && !entity.cj() && !this.isChunkLoaded(i, k)) { // Paper - always load chunks to register valid entities location
if (entity.inChunk) {
WorldServer.LOGGER.warn("Entity {} left loaded chunk area", entity);
}
@@ -954,7 +961,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
return false;
}
// CraftBukkit end
- IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, entity.attachedToPlayer);
+ IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, true); // Paper - always load chunks for entity adds
if (!(ichunkaccess instanceof Chunk)) {
return false;