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Paper-Old/patches/server/0051-All-chunks-are-slime-spawn-chunks-toggle.patch

33 Zeilen
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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: vemacs <d@nkmem.es>
Date: Thu, 3 Mar 2016 01:19:22 -0600
Subject: [PATCH] All chunks are slime spawn chunks toggle
diff --git a/src/main/java/net/minecraft/world/entity/monster/Slime.java b/src/main/java/net/minecraft/world/entity/monster/Slime.java
index a62f88048d8243f5b98834988c049471114c4199..7b95d18fb5edbd1575f6be92bfcbb3e0d7f691c8 100644
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--- a/src/main/java/net/minecraft/world/entity/monster/Slime.java
+++ b/src/main/java/net/minecraft/world/entity/monster/Slime.java
2022-06-07 21:15:06 +02:00
@@ -316,7 +316,7 @@ public class Slime extends Mob implements Enemy {
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}
ChunkPos chunkcoordintpair = new ChunkPos(pos);
2021-06-12 02:57:04 +02:00
- boolean flag = WorldgenRandom.seedSlimeChunk(chunkcoordintpair.x, chunkcoordintpair.z, ((WorldGenLevel) world).getSeed(), world.getMinecraftWorld().spigotConfig.slimeSeed).nextInt(10) == 0; // Spigot
+ boolean flag = world.getMinecraftWorld().paperConfig().entities.spawning.allChunksAreSlimeChunks || WorldgenRandom.seedSlimeChunk(chunkcoordintpair.x, chunkcoordintpair.z, ((WorldGenLevel) world).getSeed(), world.getMinecraftWorld().spigotConfig.slimeSeed).nextInt(10) == 0; // Spigot // Paper
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if (random.nextInt(10) == 0 && flag && pos.getY() < 40) {
return checkMobSpawnRules(type, world, spawnReason, pos, random);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.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 29465d24b6c9160fcd6293006dcc26bcfbeb5e10..fd50cc4cfc976a9dee82d4f6ad457bba18065614 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.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
@@ -176,7 +176,7 @@ public class CraftChunk implements Chunk {
@Override
public boolean isSlimeChunk() {
// 987234911L is deterimined in EntitySlime when seeing if a slime can spawn in a chunk
- return WorldgenRandom.seedSlimeChunk(this.getX(), this.getZ(), this.getWorld().getSeed(), worldServer.spigotConfig.slimeSeed).nextInt(10) == 0;
+ return this.worldServer.paperConfig().entities.spawning.allChunksAreSlimeChunks || WorldgenRandom.seedSlimeChunk(this.getX(), this.getZ(), this.getWorld().getSeed(), worldServer.spigotConfig.slimeSeed).nextInt(10) == 0; // Paper
}
@Override