Fix logic issue with no save proto chunks patch
Should be returning true as a no-op "yes it was saved" rather than false as a "there was an issue saving"
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@ -1,4 +1,4 @@
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From e4d1232c82e9f706a4e6f3ca918109cedfeb3121 Mon Sep 17 00:00:00 2001
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From c4f30faf555c8e76cf429c5229bbe21876327b87 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 22 Jul 2018 21:21:41 -0400
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Subject: [PATCH] Don't save Proto Chunks
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@ -8,14 +8,14 @@ the loadChunk method refuses to acknoledge they exists, and will restart
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a new chunk generation process to begin with, so saving them serves no benefit.
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index c7bc4cc363..2244d65ee6 100644
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index c7bc4cc36..1cf516192 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -588,6 +588,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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}
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public boolean saveChunk(IChunkAccess ichunkaccess, boolean save) {
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+ if (ichunkaccess.getChunkStatus().getType() == ChunkStatus.Type.PROTOCHUNK) { return false; } // Paper - don't save proto chunks
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+ if (ichunkaccess.getChunkStatus().getType() == ChunkStatus.Type.PROTOCHUNK) { return true; } // Paper - don't save proto chunks
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// CraftBukkit end
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this.n.a(ichunkaccess.getPos());
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if (!save) { // CraftBukkit
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