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Firstly, the old methods all routed to the CompletableFuture method. However, the CF method could not guarantee that if the caller was off-main that the future would be "completed" on-main. Since the callback methods used the CF one, this meant that the callback methods did not guarantee that the callbacks were to be called on the main thread. Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb) so that the methods with the callback are guaranteed to invoke the callback on the main thread. The CF behavior remains unchanged; it may still appear to complete on main if invoked off-main. Secondly, remove the scheduleOnMain invocation in the async chunk completion. This unnecessarily delays the callback by 1 tick. Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which will load chunks within an area. This method is provided as a helper as keeping all chunks loaded within an area can be complicated to implement for plugins (due to the lacking ticket API), and is already implemented internally anyways. Fourthly, remove the ticket addition that occured with getChunkAt and getChunkAtAsync. The ticket addition may delay the unloading of the chunk unnecessarily. It also fixes a very rare timing bug where the future/callback would be completed after the chunk unloads.
30 lines
1.7 KiB
Diff
30 lines
1.7 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Newwind <support@newwindserver.com>
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Date: Mon, 26 Aug 2024 14:01:37 +0200
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Subject: [PATCH] Check dead flag in isAlive()
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If a plugin sets the health of a living entity above 0 after it has already died, the entity will be "revived".
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It will behave the exact same as before, except with the internal "dead" flag set, resulting in 2 behavior changes,
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A: it's completely invulnerable to all damage
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B: it's unable to pickup items
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isValid() for these bugged entities will return true, isDead() will return false, despite the dead flag.
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This patch checks that the mob isn't dead before saying its alive.
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Also, even if the plugin is responsibly checking !isDead() before modifying health, on very rare circumstances
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I am currently unable to replicate, these "revived" entities can still appear
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diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
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index cfef1bff0080ffc662e3a4428116f7d4dc71eab2..f2708479ccf994278ad1ab4665edc46672001e8a 100644
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--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
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+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
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@@ -2145,7 +2145,7 @@ public abstract class LivingEntity extends Entity implements Attackable {
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@Override
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public boolean isAlive() {
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- return !this.isRemoved() && this.getHealth() > 0.0F;
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+ return !this.isRemoved() && this.getHealth() > 0.0F && !this.dead; // Paper - Check this.dead
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}
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public boolean isLookingAtMe(LivingEntity entity, double d0, boolean flag, boolean visualShape, Predicate<LivingEntity> predicate, DoubleSupplier... entityYChecks) {
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