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Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: 7da4c0be SPIGOT-6729: Add Chunk.isEntitiesLoaded() CraftBukkit Changes: 9217b523 #929: Call EntityBlockFormEvent for Wither Rose placed by dead entity 757d42ae SPIGOT-6729: Add Chunk.isEntitiesLoaded()
53 lines
2.6 KiB
Diff
53 lines
2.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Fri, 3 Sep 2021 15:50:25 +0100
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Subject: [PATCH] Do not process entity loads in CraftChunk#getEntities
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This re-introduces the issue behind #5872 but fixes #6543
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The logic here is generally flawed however somewhat of a nuance,
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upstream uses managedBlock which is basically needed to process
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the posted entity adds, but, has the side-effect of processing any
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chunk loads which has the naunce of stacking up and either causing a
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massive performance hit, or can potentially lead the server to crash.
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This issue is particularly noticable on paper due to the cumulative efforts
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to drastically improve chunk loading speeds which means that there is much more
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of a chance that we're about to eat a dirtload of chunk load callbacks, thus
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making this issue much more of an issue
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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index 87368816fdb23f804752351de502126f2cd062c7..3eefcae565ced131ad2924290423fd0b3249ccde 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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@@ -123,30 +123,6 @@ public class CraftChunk implements Chunk {
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this.getWorld().getChunkAt(x, z); // Transient load for this tick
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}
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- PersistentEntitySectionManager<net.minecraft.world.entity.Entity> entityManager = this.getCraftWorld().getHandle().entityManager;
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- long pair = ChunkPos.asLong(x, z);
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-
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- if (entityManager.areEntitiesLoaded(pair)) { // PAIL rename isEntitiesLoaded
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- return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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- }
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-
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- entityManager.ensureChunkQueuedForLoad(pair); // Start entity loading
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-
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- // now we wait until the entities are loaded,
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- // the converting from NBT to entity object is done on the main Thread which is why we wait
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- this.getCraftWorld().getHandle().getServer().managedBlock(() -> {
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- boolean status = entityManager.areEntitiesLoaded(pair);
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- // only execute inbox if our entities are not present
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- if (status) {
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- return true;
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- }
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- // tick loading inbox, which loads the created entities to the world
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- // (if present)
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- entityManager.tick();
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- // check if our entities are loaded
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- return entityManager.areEntitiesLoaded(pair);
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- });
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-
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return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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}
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