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synced 2024-11-05 18:40:06 +01:00
Use final vars for lambdas to avoid them changing async
The processes could run async, especially when chunk loading took a while, so using fields that could change would result in blocks being missed, especially in the nether or end. Switching to final vars avoids this. Fixes https://github.com/BentoBoxWorld/BentoBox/issues/1840
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@ -77,13 +77,15 @@ public class DeleteIslandChunks {
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inDelete = true;
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for (int i = 0; i < plugin.getSettings().getDeleteSpeed(); i++) {
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boolean last = i == plugin.getSettings().getDeleteSpeed() -1;
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final int x = chunkX;
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final int z = chunkZ;
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plugin.getIWM().getAddon(di.getWorld()).ifPresent(gm ->
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// Overworld
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processChunk(gm, di.getWorld(), chunkX, chunkZ).thenRun(() ->
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processChunk(gm, di.getWorld(), x, z).thenRun(() ->
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// Nether
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processChunk(gm, netherWorld, chunkX, chunkZ).thenRun(() ->
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processChunk(gm, netherWorld, x, z).thenRun(() ->
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// End
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processChunk(gm, endWorld, chunkX, chunkZ).thenRun(() -> finish(last)))));
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processChunk(gm, endWorld, x, z).thenRun(() -> finish(last, x)))));
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chunkZ++;
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if (chunkZ > di.getMaxZChunk()) {
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chunkZ = di.getMinZChunk();
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@ -94,8 +96,8 @@ public class DeleteIslandChunks {
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}
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private void finish(boolean last) {
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if (chunkX > di.getMaxXChunk()) {
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private void finish(boolean last, int x) {
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if (x > di.getMaxXChunk()) {
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// Fire event
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IslandEvent.builder().deletedIslandInfo(di).reason(Reason.DELETED).build();
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// We're done
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@ -107,19 +109,25 @@ public class DeleteIslandChunks {
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}
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private CompletableFuture<Boolean> processChunk(GameModeAddon gm, World world, int x, int z) {
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if (world != null && PaperLib.isChunkGenerated(world, x, z)) {
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if (world != null) {
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CompletableFuture<Boolean> r = new CompletableFuture<>();
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PaperLib.getChunkAtAsync(world, x, z).thenAccept(chunk -> regenerateChunk(r, gm, chunk));
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PaperLib.getChunkAtAsync(world, x, z).thenAccept(chunk -> regenerateChunk(r, gm, chunk, x, z));
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return r;
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}
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return CompletableFuture.completedFuture(false);
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}
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private void regenerateChunk(CompletableFuture<Boolean> r, GameModeAddon gm, Chunk chunk) {
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private void regenerateChunk(CompletableFuture<Boolean> r, GameModeAddon gm, Chunk chunk, int x, int z) {
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// Clear all inventories
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Arrays.stream(chunk.getTileEntities()).filter(te -> (te instanceof InventoryHolder))
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.filter(te -> di.inBounds(te.getLocation().getBlockX(), te.getLocation().getBlockZ()))
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.forEach(te -> ((InventoryHolder)te).getInventory().clear());
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// Remove all entities
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for (Entity e : chunk.getEntities()) {
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if (!(e instanceof Player)) {
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e.remove();
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}
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}
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// Reset blocks
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MyBiomeGrid grid = new MyBiomeGrid(chunk.getWorld().getEnvironment());
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ChunkGenerator cg = gm.getDefaultWorldGenerator(chunk.getWorld().getName(), "delete");
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