a7f924c2ca
Fixed upstream
45 Zeilen
2.0 KiB
Diff
45 Zeilen
2.0 KiB
Diff
From e154874d67835605e5e359706de7dd788da052df Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 28 Sep 2018 21:49:53 -0400
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Subject: [PATCH] Fix issues with entity loss due to unloaded chunks
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Vanilla has risk of losing entities by causing them to be
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removed from all chunks if they try to move into an unloaded chunk.
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This pretty much means high chance this entity will be lost in this scenario.
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There is another case that adding an entity to the world can fail if
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the chunk isn't loaded.
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Lots of the server is designed around addEntity never expecting to fail for these reasons,
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nor is it really logical.
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This change ensures the chunks are always loaded when entities are
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added to the world, or a valid entity moves between chunks.
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 88f8145c4d..55cd98ae20 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -1074,7 +1074,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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int i = MathHelper.floor(entity.locX / 16.0D);
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int j = MathHelper.floor(entity.locZ / 16.0D);
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- boolean flag = entity.attachedToPlayer;
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+ boolean flag = true; // Paper - always load chunks for entity adds
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// Paper start - Set origin location when the entity is being added to the world
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if (entity.origin == null) {
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@@ -1578,7 +1578,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
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this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY);
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}
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- if (!entity.bN() && !this.isChunkLoaded(i, k, true)) {
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+ if (!entity.valid && !entity.bN() && !this.isChunkLoaded(i, k, true)) { // Paper - always load chunks to register valid entities location
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entity.inChunk = false;
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} else {
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this.getChunkAt(i, k).a(entity);
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--
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2.20.1
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