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From e5d1b4b9d4a30a3d79feb370f3dd3d2e43689f65 Mon Sep 17 00:00:00 2001
2016-03-29 04:04:43 +02:00
From: Aikar <aikar@aikar.co>
Date: Mon, 28 Mar 2016 22:03:09 -0400
Subject: [PATCH] Prevent Waterflow BlockFromToEvent from loading chunks
Many protection plugins would unintentionally trigger chunk loads
by calling .getToBlock() on an unloaded chunk, killing performance.
Simply skip the event call. as CraftBukkit blocks changing the block
of unloaded chunks anyways.
This keeps behavior consistent, vs inconsistent flowing based on plugin triggered loads.
diff --git a/src/main/java/net/minecraft/server/BlockFlowing.java b/src/main/java/net/minecraft/server/BlockFlowing.java
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index 0336b9c..044ad71 100644
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--- a/src/main/java/net/minecraft/server/BlockFlowing.java
+++ b/src/main/java/net/minecraft/server/BlockFlowing.java
@@ -105,6 +105,7 @@ public class BlockFlowing extends BlockFluids {
IBlockData iblockdata2 = world.getType(blockposition.down());
if (this.h(world, blockposition.down(), iblockdata2)) {
+ if (!canFlowTo(world, source, BlockFace.DOWN)) { return; } // Paper
// CraftBukkit start - Send "down" to the server
BlockFromToEvent event = new BlockFromToEvent(source, BlockFace.DOWN);
if (server != null) {
@@ -142,6 +143,7 @@ public class BlockFlowing extends BlockFluids {
EnumDirection enumdirection1 = (EnumDirection) iterator1.next();
// CraftBukkit start
+ if (!canFlowTo(world, source, org.bukkit.craftbukkit.block.CraftBlock.notchToBlockFace(enumdirection1))) { continue; } // Paper
BlockFromToEvent event = new BlockFromToEvent(source, org.bukkit.craftbukkit.block.CraftBlock.notchToBlockFace(enumdirection1));
if (server != null) {
server.getPluginManager().callEvent(event);
@@ -156,8 +158,14 @@ public class BlockFlowing extends BlockFluids {
}
+ // Paper start
+ private boolean canFlowTo(World world, org.bukkit.block.Block source, BlockFace face) {
+ return source.getWorld().isChunkLoaded((source.getX() + face.getModX()) >> 4, (source.getZ() + face.getModZ()) >> 4);
+ }
+ // Paper end
+
private void flow(World world, BlockPosition blockposition, IBlockData iblockdata, int i) {
- if (world.isLoaded(blockposition) && this.h(world, blockposition, iblockdata)) { // CraftBukkit - add isLoaded check
+ if (/*world.isLoaded(blockposition) &&*/ this.h(world, blockposition, iblockdata)) { // CraftBukkit - add isLoaded check // Paper - Already checked before we get here for isLoaded
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if (iblockdata.getMaterial() != Material.AIR) {
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if (this.material == Material.LAVA) {
this.fizz(world, blockposition);
--
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2.8.3
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