3
0
Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-12-16 03:20:07 +01:00
Paper/patches/server/0242-Ability-to-get-Tile-Entities-from-a-chunk-without-sn.patch

67 Zeilen
2.6 KiB
Diff

2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 15 Aug 2018 01:16:34 -0400
Subject: [PATCH] Ability to get Tile Entities from a chunk without snapshots
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index fd50cc4cfc976a9dee82d4f6ad457bba18065614..1827fdc551095ab411d6b43b94106273f53386c8 100644
2021-06-11 14:02:28 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
2021-11-23 16:04:41 +01:00
@@ -4,8 +4,10 @@ import com.google.common.base.Preconditions;
2021-06-11 14:02:28 +02:00
import com.google.common.base.Predicates;
2021-11-23 16:04:41 +01:00
import com.mojang.serialization.Codec;
2021-06-11 14:02:28 +02:00
import java.lang.ref.WeakReference;
+import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
+import java.util.List;
import java.util.Objects;
import java.util.concurrent.locks.LockSupport;
import java.util.function.BooleanSupplier;
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -133,6 +135,13 @@ public class CraftChunk implements Chunk {
2021-06-11 14:02:28 +02:00
@Override
public BlockState[] getTileEntities() {
+ // Paper start
+ return getTileEntities(true);
+ }
+
+ @Override
+ public BlockState[] getTileEntities(boolean useSnapshot) {
+ // Paper end
2021-06-13 01:45:00 +02:00
if (!this.isLoaded()) {
this.getWorld().getChunkAt(x, z); // Transient load for this tick
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -147,7 +156,29 @@ public class CraftChunk implements Chunk {
2021-06-11 14:02:28 +02:00
}
BlockPos position = (BlockPos) obj;
2021-06-13 01:45:00 +02:00
- entities[index++] = this.worldServer.getWorld().getBlockAt(position.getX(), position.getY(), position.getZ()).getState();
+ // Paper start
+ entities[index++] = this.worldServer.getWorld().getBlockAt(position.getX(), position.getY(), position.getZ()).getState(useSnapshot);
2021-06-11 14:02:28 +02:00
+ }
+
+ return entities;
+ }
+
+ @Override
+ public Collection<BlockState> getTileEntities(Predicate<Block> blockPredicate, boolean useSnapshot) {
+ Preconditions.checkNotNull(blockPredicate, "blockPredicate");
+ if (!isLoaded()) {
+ getWorld().getChunkAt(x, z); // Transient load for this tick
+ }
+ net.minecraft.world.level.chunk.LevelChunk chunk = getHandle();
+
+ List<BlockState> entities = new ArrayList<>();
+
+ for (BlockPos position : chunk.blockEntities.keySet()) {
+ Block block = worldServer.getWorld().getBlockAt(position.getX(), position.getY(), position.getZ());
+ if (blockPredicate.test(block)) {
+ entities.add(block.getState(useSnapshot));
+ }
2021-06-13 01:45:00 +02:00
+ // Paper end
2021-06-11 14:02:28 +02:00
}
return entities;