d37d04a52f
A recent commit has been made that caused patches to be out of order, rebuilding
34 Zeilen
1.3 KiB
Diff
34 Zeilen
1.3 KiB
Diff
From 19265f90b53f78867e779c8cea4b237694e462d3 Mon Sep 17 00:00:00 2001
|
|
From: Aikar <aikar@aikar.co>
|
|
Date: Thu, 16 Aug 2018 17:36:41 -0400
|
|
Subject: [PATCH] Ensure chunks are always loaded on hard position sets
|
|
|
|
Player Movement, Entity Creation and Teleportation move
|
|
entities with a very "You are here, no debate" change, making
|
|
the server register them as there, regardless if that chunk was
|
|
loaded or not.
|
|
|
|
It appears possible that with hack clients and lag, a player
|
|
may be able to move fast enough to move into an unloaded
|
|
chunk and get into a buggy state.
|
|
|
|
To prevent this, we will ensure a chunk is always loaded,
|
|
guaranteeing that the entity will be properly registered
|
|
into its new home comfortably.
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/Entity.java b/src/main/java/net/minecraft/server/Entity.java
|
|
index 2f87439c47..4252e8c02a 100644
|
|
--- a/src/main/java/net/minecraft/server/Entity.java
|
|
+++ b/src/main/java/net/minecraft/server/Entity.java
|
|
@@ -1364,6 +1364,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, Ke
|
|
this.lastYaw -= 360.0F;
|
|
}
|
|
|
|
+ world.getChunkAt((int) Math.floor(this.locX) >> 4, (int) Math.floor(this.locZ) >> 4); // Paper - ensure chunk is always loaded
|
|
this.setPosition(this.locX, this.locY, this.locZ);
|
|
this.setYawPitch(f, f1);
|
|
}
|
|
--
|
|
2.18.0
|
|
|