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Paper/patches/server/0857-Force-close-world-loading-screen.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Nassim Jahnke <nassim@njahnke.dev>
Date: Wed, 2 Mar 2022 09:45:56 +0100
Subject: [PATCH] Force close world loading screen
Dead players would be stuck in the world loading screen and other players may
miss messages and similar sent in the join event if chunk loading is slow.
Paper already circumvents falling through the world before chunks are loaded,
so we do not need that. The client only needs the chunk it is currently in to
be loaded to close the loading screen, so we just send an empty one.
diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
index a077d5fdfa0d42a6ac22fe1020469a25491d0235..efdd71d9210727fc3bb43bbec43143e09d579e8b 100644
--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
@@ -423,6 +423,16 @@ public abstract class PlayerList {
// Paper start - move vehicle into method so it can be called above - short circuit around that code
onPlayerJoinFinish(player, worldserver1, s1);
+ // Paper start - Send empty chunk, so players aren't stuck in the world loading screen with our chunk system not sending chunks when dead
+ if (player.isDeadOrDying()) {
+ net.minecraft.core.Holder<net.minecraft.world.level.biome.Biome> plains = worldserver1.registryAccess().registryOrThrow(net.minecraft.core.Registry.BIOME_REGISTRY)
+ .getHolderOrThrow(net.minecraft.world.level.biome.Biomes.PLAINS);
+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLevelChunkWithLightPacket(
+ new net.minecraft.world.level.chunk.EmptyLevelChunk(worldserver1, player.chunkPosition(), plains),
+ worldserver1.getLightEngine(), null, null, true, false)
+ );
+ }
+ // Paper end
}
private void mountSavedVehicle(ServerPlayer player, ServerLevel worldserver1, CompoundTag nbttagcompound) {
// Paper end