Paper/Spigot-Server-Patches/0391-Fix-issues-with-entity-loss-due-to-unloaded-chunks.patch
Spottedleaf 5c7081fecc Update upstream & fix some chunk related issues (#2177)
* Updated Upstream (Bukkit/CraftBukkit)

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

Bukkit Changes:
45690fe9 SPIGOT-5047: Correct slot types for 1.14 inventories

CraftBukkit Changes:
4090d01f SPIGOT-5047: Correct slot types for 1.14 inventories
e8c08362 SPIGOT-5046: World#getLoadedChunks returning inaccessible cached chunks.
d445af3b SPIGOT-5067: Add item meta for 1.14 spawn eggs

* Bring Chunk load checks in-line with spigot

As of the last upstream merge spigot now checks ticket level status
when returning loaded chunks for a world from api. Now our checks
will respect that decision.

* Fix spawn ticket levels

Vanilla would keep the inner chunks of spawn available for ticking,
however my changes made all chunks non-ticking. Resolve by changing
ticket levels for spawn chunks inside the border to respect this
behavior.


* Make World#getChunkIfLoadedImmediately return only entity ticking chunks

Mojang appears to be using chunks with level > 33 (non-ticking chunks)
as cached chunks and not actually loaded chunks.

* Bring all loaded checks in line with spigot

Loaded chunks must be at least border  chunks, or level <= 33
2019-06-14 03:27:40 +01:00

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Diff

From c90b20a98089c1959846fd7fb02372548f6efabb 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 c93bf8e8b5..e61381221f 100644
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
@@ -635,7 +635,7 @@ public class WorldServer extends World {
this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY);
}
- if (!entity.bT() && !this.isChunkLoaded(i, k)) {
+ if (!entity.valid && !entity.bT() && !this.isChunkLoaded(i, k)) { // Paper - always load chunks to register valid entities location
entity.inChunk = false;
} else {
this.getChunkAt(i, k).a(entity);
@@ -950,7 +950,7 @@ public class WorldServer extends World {
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;
--
2.21.0