Paper/patches/server/0115-Prevent-Pathfinding-out-of-World-Border.patch
Spottedleaf 01a13871de
Rewrite chunk system (#8177)
Patch documentation to come

Issues with the old system that are fixed now:
- World generation does not scale with cpu cores effectively.
- Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps.
- Unreliable prioritisation of chunk gen/load calls that block the main thread.
- Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved.
- Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal.
- Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles.

The above list is not complete. The patch documentation will complete it.

New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil.

Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft.

The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 01:02:51 -07:00

28 Zeilen
1.8 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Mon, 19 Dec 2016 23:07:42 -0500
Subject: [PATCH] Prevent Pathfinding out of World Border
This prevents Entities from trying to run outside of the World Border
TODO: This doesn't prevent the pathfinder from using blocks outside the world border as nodes. We can fix this
by adding code to all overrides in:
NodeEvaluator:
public abstract BlockPathTypes getBlockPathType(BlockGetter world, int x, int y, int z);
to return BLOCKED if it is outside the world border.
diff --git a/src/main/java/net/minecraft/world/entity/ai/navigation/PathNavigation.java b/src/main/java/net/minecraft/world/entity/ai/navigation/PathNavigation.java
index 30f58f1829d1b500ee49b543e3c15e5bfe63fade..64cbff139ee8ccf5cdfe7c3d97fa69d8244becb2 100644
--- a/src/main/java/net/minecraft/world/entity/ai/navigation/PathNavigation.java
+++ b/src/main/java/net/minecraft/world/entity/ai/navigation/PathNavigation.java
@@ -156,7 +156,7 @@ public abstract class PathNavigation {
// Paper start - Pathfind event
boolean copiedSet = false;
for (BlockPos possibleTarget : positions) {
- if (!new com.destroystokyo.paper.event.entity.EntityPathfindEvent(this.mob.getBukkitEntity(),
+ if (!this.mob.getCommandSenderWorld().getWorldBorder().isWithinBounds(possibleTarget) || !new com.destroystokyo.paper.event.entity.EntityPathfindEvent(this.mob.getBukkitEntity(), // Paper - don't path out of world border
net.minecraft.server.MCUtil.toLocation(this.mob.level, possibleTarget), target == null ? null : target.getBukkitEntity()).callEvent()) {
if (!copiedSet) {
copiedSet = true;