geforkt von Mirrors/Paper
01a13871de
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.
33 Zeilen
1.9 KiB
Diff
33 Zeilen
1.9 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 3 Nov 2016 20:28:12 -0400
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Subject: [PATCH] Don't load Chunks from Hoppers and other things
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Hoppers call this to I guess "get the primary side" of a double sided chest.
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If the double sided chest crosses chunk lines, it causes the chunk to load.
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This will end up causing sync chunk loads, which will unload with Chunk GC,
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only to be reloaded again the next tick.
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This of course is undesirable, so just return the loaded side as "primary"
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and treat it as a single chest if the other sides are unloaded
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diff --git a/src/main/java/net/minecraft/world/level/block/DoubleBlockCombiner.java b/src/main/java/net/minecraft/world/level/block/DoubleBlockCombiner.java
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index ff2a7b08fe70adaecdaa508baadcfe40416519e0..6c334703c816d2a04f97006c5796c658f34a12a4 100644
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--- a/src/main/java/net/minecraft/world/level/block/DoubleBlockCombiner.java
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+++ b/src/main/java/net/minecraft/world/level/block/DoubleBlockCombiner.java
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@@ -25,7 +25,12 @@ public class DoubleBlockCombiner {
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return new DoubleBlockCombiner.NeighborCombineResult.Single<>(blockEntity);
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} else {
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BlockPos blockPos = pos.relative(function.apply(state));
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- BlockState blockState = world.getBlockState(blockPos);
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+ // Paper start
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+ BlockState blockState = world.getBlockStateIfLoaded(blockPos);
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+ if (blockState == null) {
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+ return new DoubleBlockCombiner.NeighborCombineResult.Single<>(blockEntity);
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+ }
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+ // Paper end
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if (blockState.is(state.getBlock())) {
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DoubleBlockCombiner.BlockType blockType2 = typeMapper.apply(blockState);
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if (blockType2 != DoubleBlockCombiner.BlockType.SINGLE && blockType != blockType2 && blockState.getValue(directionProperty) == state.getValue(directionProperty)) {
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