geforkt von Mirrors/Paper
0f2ea04c1c
Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: af58d316 Fix javadoc warning in Firework.setShotAtAngle CraftBukkit Changes:e2dd6555
SPIGOT-5372: Re-add tile entity fixer due to MC-1639451e7a197f
Fix incorrect inequality in683bae0670
db98d54d
SPIGOT-5362: Suspicious stews fail isSimilar check Spigot Changes: 56f84710 Rebuild patches
46 Zeilen
2.1 KiB
Diff
46 Zeilen
2.1 KiB
Diff
From 62b6f06b1b5058350a704386051fe072e97a5b52 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
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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
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for these reasons, 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/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
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index 408bde5ca..c31a212b4 100644
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--- a/src/main/java/net/minecraft/server/WorldServer.java
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+++ b/src/main/java/net/minecraft/server/WorldServer.java
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@@ -672,7 +672,7 @@ public class WorldServer extends World {
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this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY);
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}
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- if (!entity.bU() && !this.isChunkLoaded(i, k)) {
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+ if (!entity.valid && !entity.bU() && !this.isChunkLoaded(i, k)) { // 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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@@ -1007,7 +1007,7 @@ public class WorldServer extends World {
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return false;
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}
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// CraftBukkit end
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- IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX / 16.0D), MathHelper.floor(entity.locZ / 16.0D), ChunkStatus.FULL, entity.attachedToPlayer);
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+ 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
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if (!(ichunkaccess instanceof Chunk)) {
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return false;
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--
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2.23.0
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