13
0
geforkt von Mirrors/Paper

Only send empty chunk when player is dead

Currently not needed at all with chunk rewrites not yet updated, but considering it's only actually needed for dead players, no need to fuck up a chunk without the future applied patch
Dieser Commit ist enthalten in:
Nassim Jahnke 2022-06-08 19:50:57 +02:00
Ursprung f81addfd7f
Commit 39333c8c38

Datei anzeigen

@ -17,13 +17,16 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
// Paper start - move vehicle into method so it can be called above - short circuit around that code
onPlayerJoinFinish(player, worldserver1, s1);
+ // Send empty chunk, so players aren't stuck in the world loading screen
+ net.minecraft.core.Holder<net.minecraft.world.level.biome.Biome> plains = worldserver1.registryAccess().registryOrThrow(net.minecraft.core.Registry.BIOME_REGISTRY)
+ .getHolderOrThrow(net.minecraft.world.level.biome.Biomes.PLAINS);
+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLevelChunkWithLightPacket(
+ new net.minecraft.world.level.chunk.EmptyLevelChunk(worldserver1, player.chunkPosition(), plains),
+ worldserver1.getLightEngine(), null, null, true, false)
+ );
+ // Paper start - Send empty chunk, so players aren't stuck in the world loading screen with our chunk system not sending chunks when dead
+ if (player.isDeadOrDying()) {
+ net.minecraft.core.Holder<net.minecraft.world.level.biome.Biome> plains = worldserver1.registryAccess().registryOrThrow(net.minecraft.core.Registry.BIOME_REGISTRY)
+ .getHolderOrThrow(net.minecraft.world.level.biome.Biomes.PLAINS);
+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLevelChunkWithLightPacket(
+ new net.minecraft.world.level.chunk.EmptyLevelChunk(worldserver1, player.chunkPosition(), plains),
+ worldserver1.getLightEngine(), null, null, true, false)
+ );
+ }
+ // Paper end
}
private void mountSavedVehicle(ServerPlayer player, ServerLevel worldserver1, CompoundTag nbttagcompound) {
// Paper end