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Paper-Old/patches/server/0166-use-CB-BlockState-implementations-for-captured-block.patch

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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Thu, 16 Nov 2017 12:12:41 +0000
Subject: [PATCH] use CB BlockState implementations for captured blocks
When modifying the world, CB will store a copy of the affected
blocks in order to restore their state in the case that the event
is cancelled. This change only modifies the collection of blocks
in the world by normal means, e.g. not during tree population,
as the potentially marginal overheads would serve no advantage.
CB was using a CraftBlockState for all blocks, which causes issues
should any block that uses information beyond a data ID would suffer
from missing information, e.g. Skulls.
By using CBs CraftBlock#getState(), we will maintain a proper copy of
the blockstate that will be valid for restoration, as opposed to dropping
information on restoration when the event is cancelled.
diff --git a/src/main/java/net/minecraft/world/level/Level.java b/src/main/java/net/minecraft/world/level/Level.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 6cc047624746d33ed971ec2dc8f64490bdcaeea8..e11e3ee5a11ebed7a1550da14c3c5c54962e4fdf 100644
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--- a/src/main/java/net/minecraft/world/level/Level.java
+++ b/src/main/java/net/minecraft/world/level/Level.java
2022-06-07 22:45:38 +02:00
@@ -148,7 +148,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
2021-07-07 08:52:40 +02:00
public boolean preventPoiUpdated = false; // CraftBukkit - SPIGOT-5710
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public boolean captureBlockStates = false;
public boolean captureTreeGeneration = false;
- public Map<BlockPos, CapturedBlockState> capturedBlockStates = new java.util.LinkedHashMap<>();
+ public Map<BlockPos, org.bukkit.craftbukkit.block.CraftBlockState> capturedBlockStates = new java.util.LinkedHashMap<>(); // Paper
public Map<BlockPos, BlockEntity> capturedTileEntities = new HashMap<>();
public List<ItemEntity> captureDrops;
public final it.unimi.dsi.fastutil.objects.Object2LongOpenHashMap<SpawnCategory> ticksPerSpawnCategory = new it.unimi.dsi.fastutil.objects.Object2LongOpenHashMap<>();
@@ -376,7 +376,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
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public boolean setBlock(BlockPos pos, BlockState state, int flags, int maxUpdateDepth) {
// CraftBukkit start - tree generation
if (this.captureTreeGeneration) {
- CapturedBlockState blockstate = this.capturedBlockStates.get(pos);
+ CraftBlockState blockstate = this.capturedBlockStates.get(pos);
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if (blockstate == null) {
blockstate = CapturedBlockState.getTreeBlockState(this, pos, flags);
this.capturedBlockStates.put(pos.immutable(), blockstate);
@@ -396,7 +396,8 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
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// CraftBukkit start - capture blockstates
boolean captured = false;
if (this.captureBlockStates && !this.capturedBlockStates.containsKey(pos)) {
- CapturedBlockState blockstate = CapturedBlockState.getBlockState(this, pos, flags);
+ CraftBlockState blockstate = (CraftBlockState) world.getBlockAt(pos.getX(), pos.getY(), pos.getZ()).getState(); // Paper - use CB getState to get a suitable snapshot
+ blockstate.setFlag(flags); // Paper - set flag
this.capturedBlockStates.put(pos.immutable(), blockstate);
captured = true;
}
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
@@ -608,7 +609,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
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public BlockState getBlockState(BlockPos pos) {
// CraftBukkit start - tree generation
if (this.captureTreeGeneration) {
- CapturedBlockState previous = this.capturedBlockStates.get(pos);
+ CraftBlockState previous = this.capturedBlockStates.get(pos); // Paper
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if (previous != null) {
return previous.getHandle();
}