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Paper/patches/unapplied/server/0102-Only-send-global-sounds-to-same-world-if-limiting-ra.patch

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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Tue, 31 May 2016 22:53:50 -0400
Subject: [PATCH] Only send global sounds to same world if limiting radius
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Co-authored-by: Evan McCarthy <evanmccarthy@outlook.com>
Co-authored-by: lexikiq <noellekiq@gmail.com>
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diff --git a/src/main/java/net/minecraft/world/entity/boss/enderdragon/EnderDragon.java b/src/main/java/net/minecraft/world/entity/boss/enderdragon/EnderDragon.java
2022-12-07 19:52:24 +01:00
index fb26b6919acfb036affbe5519f5e4bd77955534f..89366ca29386fcbd03c3fc94d58451e714a1d779 100644
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--- a/src/main/java/net/minecraft/world/entity/boss/enderdragon/EnderDragon.java
+++ b/src/main/java/net/minecraft/world/entity/boss/enderdragon/EnderDragon.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.
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@@ -654,7 +654,7 @@ public class EnderDragon extends Mob implements Enemy {
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// CraftBukkit start - Use relative location for far away sounds
// this.world.b(1028, this.getChunkCoordinates(), 0);
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.
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int viewDistance = ((ServerLevel) this.level).getCraftServer().getViewDistance() * 16;
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- for (net.minecraft.server.level.ServerPlayer player : this.level.getServer().getPlayerList().players) {
+ for (net.minecraft.server.level.ServerPlayer player : level.spigotConfig.dragonDeathSoundRadius > 0 ? ((ServerLevel) level).players() : level.getServer().getPlayerList().players) { // Paper
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double deltaX = this.getX() - player.getX();
double deltaZ = this.getZ() - player.getZ();
double distanceSquared = deltaX * deltaX + deltaZ * deltaZ;
diff --git a/src/main/java/net/minecraft/world/entity/boss/wither/WitherBoss.java b/src/main/java/net/minecraft/world/entity/boss/wither/WitherBoss.java
2022-12-07 19:52:24 +01:00
index ae3931d65f6d8b91a654f3a7a4448d168eb526fc..807c8e18fdf5b0704638d7d084d6892556cc1525 100644
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--- a/src/main/java/net/minecraft/world/entity/boss/wither/WitherBoss.java
+++ b/src/main/java/net/minecraft/world/entity/boss/wither/WitherBoss.java
2022-12-07 19:52:24 +01:00
@@ -270,7 +270,7 @@ public class WitherBoss extends Monster implements PowerableMob, RangedAttackMob
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// CraftBukkit start - Use relative location for far away sounds
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// this.world.globalLevelEvent(1023, new BlockPosition(this), 0);
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.
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int viewDistance = ((ServerLevel) this.level).getCraftServer().getViewDistance() * 16;
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- for (ServerPlayer player : (List<ServerPlayer>) MinecraftServer.getServer().getPlayerList().players) {
+ for (ServerPlayer player : level.spigotConfig.witherSpawnSoundRadius > 0 ? ((ServerLevel) level).players() : level.getServer().getPlayerList().players) { // Paper
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double deltaX = this.getX() - player.getX();
double deltaZ = this.getZ() - player.getZ();
double distanceSquared = deltaX * deltaX + deltaZ * deltaZ;
diff --git a/src/main/java/net/minecraft/world/item/EnderEyeItem.java b/src/main/java/net/minecraft/world/item/EnderEyeItem.java
index a88ffff41481d346a99762352094cdb4e8dd6cc2..e0c3aa1285709a40ff0ea8c1d74d43d2b341aecc 100644
--- a/src/main/java/net/minecraft/world/item/EnderEyeItem.java
+++ b/src/main/java/net/minecraft/world/item/EnderEyeItem.java
@@ -64,7 +64,7 @@ public class EnderEyeItem extends Item {
// world.b(1038, blockposition1.c(1, 0, 1), 0);
int viewDistance = world.getCraftServer().getViewDistance() * 16;
BlockPos soundPos = blockposition1.offset(1, 0, 1);
- for (ServerPlayer player : world.getServer().getPlayerList().players) {
+ for (ServerPlayer player : world.spigotConfig.endPortalSoundRadius > 0 ? ((ServerLevel) world).players() : world.getServer().getPlayerList().players) { // Paper
double deltaX = soundPos.getX() - player.getX();
double deltaZ = soundPos.getZ() - player.getZ();
double distanceSquared = deltaX * deltaX + deltaZ * deltaZ;