Mirror von
https://github.com/PaperMC/Paper.git
synchronisiert 2024-11-15 04:20:04 +01:00
c5a10665b8
Spigot still maintains some partial implementation of "tick skipping", a practice in which the MinecraftServer.currentTick field is updated not by an increment of one per actual tick, but instead set to System.currentTimeMillis() / 50. This behaviour means that the tracked tick may "skip" a tick value in case a previous tick took more than the expected 50ms. To compensate for this in important paths, spigot/craftbukkit implements "wall-time". Instead of incrementing/decrementing ticks on block entities/entities by one for each call to their tick() method, they instead increment/decrement important values, like an ItemEntity's age or pickupDelay, by the difference of `currentTick - lastTick`, where `lastTick` is the value of `currentTick` during the last tick() call. These "fixes" however do not play nicely with minecraft's simulation distance as entities/block entities implementing the above behaviour would "catch up" their values when moving from a non-ticking chunk to a ticking one as their `lastTick` value remains stuck on the last tick in a ticking chunk and hence lead to a large "catch up" once ticked again. Paper completely removes the "tick skipping" behaviour (See patch "Further-improve-server-tick-loop"), making the above precautions completely unnecessary, which also rids paper of the previous described incompatibility with non-ticking chunks.
44 Zeilen
2.4 KiB
Diff
44 Zeilen
2.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: Lucavon <lucavonlp@gmail.com>
|
|
Date: Tue, 23 Jul 2019 20:29:20 -0500
|
|
Subject: [PATCH] Configurable projectile relative velocity
|
|
|
|
This patch adds an option "disable relative projectile velocity", which, when
|
|
enabled, will cause projectiles to ignore the shooter's current velocity,
|
|
like they did in Minecraft 1.8 and prior.
|
|
If a player is falling, for example, their shooting range will be drastically
|
|
reduced, as a downwards velocity is applied to the projectile. This prevents
|
|
players from saving themselves from falling off floating islands, for example,
|
|
as a thrown ender pearl will not make it back to the island, while it would
|
|
have in 1.8.
|
|
|
|
While this could easily be done with plugins, too, there are multiple problems:
|
|
P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
|
|
from the projectile's velocity, the projectile's velocity would be different.
|
|
As there's no way to detect whether the projectile's velocity has already been
|
|
adjusted to ignore the player's velocity, plugins can't not do it if it's not
|
|
necessary.
|
|
P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
|
|
using an elytra. Checking for those inconsistencies is possible, but not as
|
|
efficient as just not applying the velocity in the first place.
|
|
P3) Solutions for 1) and especially 2) might not be future-proof, while this
|
|
server-internal fix makes this change future-proof.
|
|
|
|
diff --git a/src/main/java/net/minecraft/world/entity/projectile/Projectile.java b/src/main/java/net/minecraft/world/entity/projectile/Projectile.java
|
|
index 30eb86b52f00cfa61af4f93aca50ffc3547c95e8..d27e17ebf25cd842a943cf82bde05b2248c74414 100644
|
|
--- a/src/main/java/net/minecraft/world/entity/projectile/Projectile.java
|
|
+++ b/src/main/java/net/minecraft/world/entity/projectile/Projectile.java
|
|
@@ -182,8 +182,11 @@ public abstract class Projectile extends Entity implements TraceableEntity {
|
|
|
|
this.shoot((double) f5, (double) f6, (double) f7, speed, divergence);
|
|
Vec3 vec3d = shooter.getKnownMovement();
|
|
-
|
|
+ // Paper start - allow disabling relative velocity
|
|
+ if (!shooter.level().paperConfig().misc.disableRelativeProjectileVelocity) {
|
|
this.setDeltaMovement(this.getDeltaMovement().add(vec3d.x, shooter.onGround() ? 0.0D : vec3d.y, vec3d.z));
|
|
+ }
|
|
+ // Paper end - allow disabling relative velocity
|
|
}
|
|
|
|
// CraftBukkit start - call projectile hit event
|