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Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing CraftBukkit Changes:7554e08e
Add UUID support to CraftProfileBanList3fe37460
SPIGOT-5378: Fix TileEntity fixer deadlock12386dd4
SPIGOT-5375: Add spaces to coordinates from tile fixer606c19e2
SPIGOT-5373: Simultaneous left+right click in creative mode does not work13caf848
SPIGOT-5370: Fix Block#rayTrace considering other blocks.
46 lines
2.1 KiB
Diff
46 lines
2.1 KiB
Diff
From 42147b7cc99cfae2e2f4ba937be928a59b63f0b5 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 28 Sep 2018 21:49:53 -0400
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Subject: [PATCH] Fix issues with entity loss due to unloaded chunks
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Vanilla has risk of losing entities by causing them to be
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removed from all chunks if they try to move into an unloaded chunk.
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This pretty much means high chance this entity will be lost in this
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scenario.
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There is another case that adding an entity to the world can fail if
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the chunk isn't loaded.
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Lots of the server is designed around addEntity never expecting to fail
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for these reasons, nor is it really logical.
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This change ensures the chunks are always loaded when entities are
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added to the world, or a valid entity moves between chunks.
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diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
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index 628ad8b839..cc2c139904 100644
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--- a/src/main/java/net/minecraft/server/WorldServer.java
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+++ b/src/main/java/net/minecraft/server/WorldServer.java
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@@ -675,7 +675,7 @@ public class WorldServer extends World {
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this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY);
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}
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- if (!entity.bU() && !this.isChunkLoaded(i, k)) {
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+ if (!entity.valid && !entity.bU() && !this.isChunkLoaded(i, k)) { // Paper - always load chunks to register valid entities location
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entity.inChunk = false;
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} else {
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this.getChunkAt(i, k).a(entity);
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@@ -1010,7 +1010,7 @@ public class WorldServer extends World {
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return false;
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}
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// CraftBukkit end
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- IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX / 16.0D), MathHelper.floor(entity.locZ / 16.0D), ChunkStatus.FULL, entity.attachedToPlayer);
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+ 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
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if (!(ichunkaccess instanceof Chunk)) {
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return false;
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--
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2.22.1
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