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Paper-Old/patches/server/0092-remove-null-possibility-for-getServer-singleton.patch

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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 28 Apr 2016 00:57:27 -0400
Subject: [PATCH] remove null possibility for getServer singleton
to stop IDE complaining about potential NPE
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.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 9965bbe95da1dcb17fbb953fb7a7c9a59d593f85..0fbbdad1d4a33c9feb77ae9592db92efb747c12f 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
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@@ -181,6 +181,7 @@ import co.aikar.timings.MinecraftTimings; // Paper
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public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTask> implements CommandSource, AutoCloseable {
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+ private static MinecraftServer SERVER; // Paper
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public static final Logger LOGGER = LogUtils.getLogger();
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public static final String VANILLA_BRAND = "vanilla";
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private static final float AVERAGE_TICK_TIME_SMOOTHING = 0.8F;
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@@ -307,6 +308,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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public MinecraftServer(OptionSet options, DataPackConfig datapackconfiguration, DynamicOps<Tag> registryreadops, Thread thread, LevelStorageSource.LevelStorageAccess convertable_conversionsession, PackRepository resourcepackrepository, WorldStem worldstem, Proxy proxy, DataFixer datafixer, Services services, ChunkProgressListenerFactory worldloadlistenerfactory) {
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super("Server");
+ SERVER = this; // Paper - better singleton
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this.metricsRecorder = InactiveMetricsRecorder.INSTANCE;
this.profiler = this.metricsRecorder.getProfiler();
this.onMetricsRecordingStopped = (methodprofilerresults) -> {
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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@@ -2291,9 +2293,8 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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return false;
}
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- @Deprecated
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public static MinecraftServer getServer() {
- return (Bukkit.getServer() instanceof CraftServer) ? ((CraftServer) Bukkit.getServer()).getServer() : null;
+ return SERVER; // Paper
}
// CraftBukkit end