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Paper/patches/server/0754-Configurable-feature-seeds.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Nassim Jahnke <nassim@njahnke.dev>
Date: Tue, 31 Aug 2021 17:05:27 +0200
Subject: [PATCH] Configurable feature seeds
Co-authored-by: Thonk <30448663+ExcessiveAmountsOfZombies@users.noreply.github.com>
diff --git a/src/main/java/co/aikar/timings/TimingsExport.java b/src/main/java/co/aikar/timings/TimingsExport.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 98171f6c8e23f6ef89b897e4b80e3afb2a1950a0..06bff37e4c1fddd3be6343049a66787c63fb420c 100644
--- a/src/main/java/co/aikar/timings/TimingsExport.java
+++ b/src/main/java/co/aikar/timings/TimingsExport.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
@@ -287,7 +287,7 @@ public class TimingsExport extends Thread {
JSONObject object = new JSONObject();
for (String key : config.getKeys(false)) {
String fullKey = (parentKey != null ? parentKey + "." + key : key);
- if (fullKey.equals("database") || fullKey.equals("settings.bungeecord-addresses") || TimingsManager.hiddenConfigs.contains(fullKey) || key.startsWith("seed-") || key.equals("worldeditregentempworld")) {
+ if (fullKey.equals("database") || fullKey.equals("settings.bungeecord-addresses") || TimingsManager.hiddenConfigs.contains(fullKey) || key.startsWith("seed-") || key.equals("worldeditregentempworld") || key.equals("feature-seeds")) {
continue;
}
final Object val = config.get(key);
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.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 50b9c2fbe3a5c12a43b4711d678ed2398dbdee58..cc79ca7ee770408ec59b1f6a3f4ec58e23bd2619 100644
--- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java
2022-07-27 23:32:15 +02:00
@@ -606,7 +606,14 @@ public abstract class ChunkGenerator {
return (String) optional.orElseGet(placedfeature::toString);
};
- seededrandom.setFeatureSeed(i, l1, l);
+ // Paper start - change populationSeed used in random
+ long featurePopulationSeed = i;
2022-06-09 13:16:00 +02:00
+ final long configFeatureSeed = generatoraccessseed.getMinecraftWorld().paperConfig().featureSeeds.features.getLong(placedfeature.feature());
+ if (configFeatureSeed != -1) {
+ featurePopulationSeed = seededrandom.setDecorationSeed(configFeatureSeed, blockposition.getX(), blockposition.getZ()); // See seededrandom.setDecorationSeed from above
+ }
+ seededrandom.setFeatureSeed(featurePopulationSeed, l1, l);
+ // Paper end
try {
generatoraccessseed.setCurrentlyGenerating(supplier1);