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Paper-Old/patches/server/0639-Add-cause-to-Weather-ThunderChangeEvents.patch

119 Zeilen
6.7 KiB
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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Wed, 2 Dec 2020 18:23:26 -0800
Subject: [PATCH] Add cause to Weather/ThunderChangeEvents
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.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.
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index 60e86357327f7bd7141d421b2d6d52d433118f1f..cb4e720d25cd71c4094e476732b519a0a6ff2b27 100644
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--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.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.
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@@ -528,8 +528,8 @@ public class ServerLevel extends Level implements WorldGenLevel {
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this.serverLevelData.setClearWeatherTime(clearDuration);
this.serverLevelData.setRainTime(rainDuration);
this.serverLevelData.setThunderTime(rainDuration);
- this.serverLevelData.setRaining(raining);
- this.serverLevelData.setThundering(thundering);
+ this.serverLevelData.setRaining(raining, org.bukkit.event.weather.WeatherChangeEvent.Cause.COMMAND); // Paper
+ this.serverLevelData.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.COMMAND); // Paper
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}
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@Override
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.
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@@ -924,8 +924,8 @@ public class ServerLevel extends Level implements WorldGenLevel {
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this.serverLevelData.setThunderTime(j);
this.serverLevelData.setRainTime(k);
this.serverLevelData.setClearWeatherTime(i);
- this.serverLevelData.setThundering(flag1);
- this.serverLevelData.setRaining(flag2);
+ this.serverLevelData.setThundering(flag1, org.bukkit.event.weather.ThunderChangeEvent.Cause.NATURAL); // Paper
+ this.serverLevelData.setRaining(flag2, org.bukkit.event.weather.WeatherChangeEvent.Cause.NATURAL); // Paper
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}
this.oThunderLevel = this.thunderLevel;
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.
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@@ -991,14 +991,14 @@ public class ServerLevel extends Level implements WorldGenLevel {
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private void resetWeatherCycle() {
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// CraftBukkit start
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- this.serverLevelData.setRaining(false);
+ this.serverLevelData.setRaining(false, org.bukkit.event.weather.WeatherChangeEvent.Cause.SLEEP); // Paper - when passing the night
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// If we stop due to everyone sleeping we should reset the weather duration to some other random value.
// Not that everyone ever manages to get the whole server to sleep at the same time....
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if (!this.serverLevelData.isRaining()) {
this.serverLevelData.setRainTime(0);
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}
// CraftBukkit end
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- this.serverLevelData.setThundering(false);
+ this.serverLevelData.setThundering(false, org.bukkit.event.weather.ThunderChangeEvent.Cause.SLEEP); // Paper - when passing the night
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// CraftBukkit start
// If we stop due to everyone sleeping we should reset the weather duration to some other random value.
// Not that everyone ever manages to get the whole server to sleep at the same time....
diff --git a/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java b/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
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index 401787a5b55384b9ab7755e822b3b881dc45ac45..e537a8df45c31efa80cb898cbef9c3a09fac3bf9 100644
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--- a/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
+++ b/src/main/java/net/minecraft/world/level/storage/PrimaryLevelData.java
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@@ -351,6 +351,11 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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@Override
public void setThundering(boolean thundering) {
+ // Paper start
+ this.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.UNKNOWN);
+ }
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+ public void setThundering(boolean thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause cause) {
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+ // Paper end
// CraftBukkit start
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if (this.thundering == thundering) {
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return;
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@@ -358,7 +363,7 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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org.bukkit.World world = Bukkit.getWorld(this.getLevelName());
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if (world != null) {
- ThunderChangeEvent thunder = new ThunderChangeEvent(world, thundering);
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+ ThunderChangeEvent thunder = new ThunderChangeEvent(world, thundering, cause); // Paper
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Bukkit.getServer().getPluginManager().callEvent(thunder);
if (thunder.isCancelled()) {
return;
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@@ -385,6 +390,12 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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@Override
public void setRaining(boolean raining) {
+ // Paper start
+ this.setRaining(raining, org.bukkit.event.weather.WeatherChangeEvent.Cause.UNKNOWN);
+ }
+
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+ public void setRaining(boolean raining, org.bukkit.event.weather.WeatherChangeEvent.Cause cause) {
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+ // Paper end
// CraftBukkit start
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if (this.raining == raining) {
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return;
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@@ -392,7 +403,7 @@ public class PrimaryLevelData implements ServerLevelData, WorldData {
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org.bukkit.World world = Bukkit.getWorld(this.getLevelName());
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if (world != null) {
- WeatherChangeEvent weather = new WeatherChangeEvent(world, raining);
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+ WeatherChangeEvent weather = new WeatherChangeEvent(world, raining, cause); // Paper
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Bukkit.getServer().getPluginManager().callEvent(weather);
if (weather.isCancelled()) {
return;
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.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.
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index 3e4b077f2c890b28c88c62b0491f9f2a355446c9..be311f228b6146cb115f5df24290579792592a50 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.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.
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@@ -1184,7 +1184,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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@Override
public void setStorm(boolean hasStorm) {
- world.levelData.setRaining(hasStorm);
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+ world.serverLevelData.setRaining(hasStorm, org.bukkit.event.weather.WeatherChangeEvent.Cause.PLUGIN); // Paper
this.setWeatherDuration(0); // Reset weather duration (legacy behaviour)
this.setClearWeatherDuration(0); // Reset clear weather duration (reset "/weather clear" commands)
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}
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.
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@@ -1206,7 +1206,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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@Override
public void setThundering(boolean thundering) {
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- world.serverLevelData.setThundering(thundering);
+ world.serverLevelData.setThundering(thundering, org.bukkit.event.weather.ThunderChangeEvent.Cause.PLUGIN); // Paper
this.setThunderDuration(0); // Reset weather duration (legacy behaviour)
this.setClearWeatherDuration(0); // Reset clear weather duration (reset "/weather clear" commands)
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}