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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
Bukkit Changes:
565a5727 #533: Add consumed item, hand and consumeItem boolean to EntityShootBowEvent
CraftBukkit Changes:
927200a9
#718: Add consumed item, hand and consumeItem boolean to EntityShootBowEvent
55 lines
2.8 KiB
Diff
55 lines
2.8 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 9 Apr 2020 21:20:33 -0400
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Subject: [PATCH] Don't move existing players to world spawn
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This can cause a nasty server lag the spawn chunks are not kept loaded
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or they aren't finished loading yet, or if the world spawn radius is
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larger than the keep loaded range.
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By skipping this, we avoid potential for a large spike on server start.
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diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
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index 62fef5579b689a6cfe0679764ea22803e0d35388..cc7710ab19e4805dff4336a22e0b29af564f8955 100644
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--- a/src/main/java/net/minecraft/server/EntityPlayer.java
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+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
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@@ -120,7 +120,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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this.serverStatisticManager = minecraftserver.getPlayerList().getStatisticManager(this);
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this.advancementDataPlayer = minecraftserver.getPlayerList().f(this);
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this.G = 1.0F;
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- this.c(worldserver);
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+ //this.c(worldserver); // Paper - don't move to spawn on login, only first join
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this.cachedSingleHashSet = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<>(this); // Paper
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@@ -170,6 +170,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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}
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// CraftBukkit end
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+ public final void moveToSpawn(WorldServer worldserver) { c(worldserver); } // Paper - OBFHELPER
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private void c(WorldServer worldserver) {
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BlockPosition blockposition = worldserver.getSpawn();
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@@ -347,7 +348,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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position = Vec3D.a(((WorldServer) world).getSpawn());
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}
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this.world = world;
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- this.setPosition(position.getX(), position.getY(), position.getZ());
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+ this.setPositionRaw(position.getX(), position.getY(), position.getZ()); // Paper - don't register to chunks yet
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}
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this.playerInteractManager.a((WorldServer) world);
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}
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diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
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index f08de96267ca3bdc7fe4ed1f024b39df3facf0ed..bf8df178256e5eebbdadfd53e2f0edbfced0aba3 100644
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--- a/src/main/java/net/minecraft/server/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/PlayerList.java
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@@ -134,6 +134,8 @@ public abstract class PlayerList {
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worldserver1 = worldserver;
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}
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+ if (nbttagcompound == null) entityplayer.moveToSpawn(worldserver1); // Paper - only move to spawn on first login, otherwise, stay where you are....
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+
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entityplayer.spawnIn(worldserver1);
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entityplayer.playerInteractManager.a((WorldServer) entityplayer.world);
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String s1 = "local";
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