safety check (and hopeful fix) for chunk saving
Dieser Commit ist enthalten in:
Ursprung
90d1afb748
Commit
6e4b12cdf1
@ -425,7 +425,7 @@ public class MinecraftServer implements Runnable, ICommandListener {
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Vec3D.a();
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++this.ticks;
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((CraftScheduler) this.server.getScheduler()).mainThreadHeartbeat(this.ticks);
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((CraftScheduler) this.server.getScheduler()).mainThreadHeartbeat(this.ticks); // CraftBukkit
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for (j = 0; j < this.worlds.size(); ++j) { // CraftBukkit
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// if (j == 0 || this.propertyManager.getBoolean("allow-nether", true)) { // CraftBukkit
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@ -437,9 +437,8 @@ public class MinecraftServer implements Runnable, ICommandListener {
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EntityPlayer entityplayer = (EntityPlayer) this.serverConfigurationManager.players.get(i);
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entityplayer.netServerHandler.sendPacket(new Packet4UpdateTime(entityplayer.getPlayerTime())); // Add support for per player time
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}
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}
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// CraftBukkit end
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}
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worldserver.doTick();
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@ -153,7 +153,7 @@ public class CraftWorld implements World {
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net.minecraft.server.Chunk chunk = world.chunkProviderServer.getOrCreateChunk(x, z);
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if (save) {
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if (save && !chunk.isEmpty()) {
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chunk.removeEntities();
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world.chunkProviderServer.saveChunk(chunk);
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world.chunkProviderServer.saveChunkNOP(chunk);
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