From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar Date: Fri, 28 Sep 2018 21:49:53 -0400 Subject: [PATCH] Fix issues with entity loss due to unloaded chunks Vanilla has risk of losing entities by causing them to be removed from all chunks if they try to move into an unloaded chunk. This pretty much means high chance this entity will be lost in this scenario. There is another case that adding an entity to the world can fail if the chunk isn't loaded. Lots of the server is designed around addEntity never expecting to fail for these reasons, nor is it really logical. This change ensures the chunks are always loaded when entities are added to the world, or a valid entity moves between chunks. diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java index 14e338184592cf5f171e6a95f07c83740c56e864..180f5690769076ee982f208cb610ce61f49c8487 100644 --- a/src/main/java/net/minecraft/server/WorldServer.java +++ b/src/main/java/net/minecraft/server/WorldServer.java @@ -742,11 +742,18 @@ public class WorldServer extends World implements GeneratorAccessSeed { int k = MathHelper.floor(entity.locZ() / 16.0D); if (!entity.inChunk || entity.chunkX != i || entity.chunkY != j || entity.chunkZ != k) { + // Paper start - remove entity if its in a chunk more correctly. + Chunk currentChunk = entity.getCurrentChunk(); + if (currentChunk != null) { + currentChunk.removeEntity(entity); + } + // Paper end + if (entity.inChunk && this.isChunkLoaded(entity.chunkX, entity.chunkZ)) { this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY); } - if (!entity.ck() && !this.isChunkLoaded(i, k)) { + if (!entity.valid && !entity.ck() && !this.isChunkLoaded(i, k)) { // Paper - always load chunks to register valid entities location if (entity.inChunk) { WorldServer.LOGGER.warn("Entity {} left loaded chunk area", entity); } @@ -961,7 +968,7 @@ public class WorldServer extends World implements GeneratorAccessSeed { return false; } // CraftBukkit end - IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, entity.attachedToPlayer); + IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, true); // Paper - always load chunks for entity adds if (!(ichunkaccess instanceof Chunk)) { return false;