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fcc2e46edd
this is originally what I thought #1333 was, but wasn't, but this is still valid fix
36 lines
1.8 KiB
Diff
36 lines
1.8 KiB
Diff
From 17ae634a0b7c6e945ce69e452e9b033913a167ea Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Thu, 16 Nov 2017 12:12:41 +0000
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Subject: [PATCH] use CB BlockState implementations for captured blocks
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When modifying the world, CB will store a copy of the affected
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blocks in order to restore their state in the case that the event
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is cancelled. This change only modifies the collection of blocks
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in the world by normal means, e.g. not during tree population,
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as the potentially marginal overheads would serve no advantage.
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CB was using a CraftBlockState for all blocks, which causes issues
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should any block that uses information beyond a data ID would suffer
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from missing information, e.g. Skulls.
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By using CBs CraftBlock#getState(), we will maintain a proper copy of
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the blockstate that will be valid for restoration, as opposed to dropping
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information on restoration when the event is cancelled.
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 564f2aecdf..f80f075287 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -401,7 +401,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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// CraftBukkit start - capture blockstates
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CraftBlockState blockstate = null;
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if (this.captureBlockStates) {
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- blockstate = org.bukkit.craftbukkit.block.CraftBlockState.getBlockState(this, blockposition, i);
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+ blockstate = (CraftBlockState) world.getBlockAt(blockposition.getX(), blockposition.getY(), blockposition.getZ()).getState(); // Paper - use CB getState to get a suitable snapshot
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this.capturedBlockStates.add(blockstate);
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}
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// CraftBukkit end
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--
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2.19.0
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