PaperMC/patches/server/0072-handle-NaN-health-absorb-values-and-repair-bad-data.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 27 Sep 2015 01:18:02 -0400
Subject: [PATCH] handle NaN health/absorb values and repair bad data
diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
index 5678461976a07f9afecccb1d34ea3eec24fba80e..8dc6fbbdfaecf0eb38a876d87d77f111541f766d 100644
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--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
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@@ -784,7 +784,13 @@ public abstract class LivingEntity extends Entity {
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@Override
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public void readAdditionalSaveData(CompoundTag nbt) {
- this.setAbsorptionAmount(nbt.getFloat("AbsorptionAmount"));
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+ // Paper start - jvm keeps optimizing the setter
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+ float absorptionAmount = nbt.getFloat("AbsorptionAmount");
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+ if (Float.isNaN(absorptionAmount)) {
+ absorptionAmount = 0;
+ }
+ this.setAbsorptionAmount(absorptionAmount);
+ // Paper end
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if (nbt.contains("Attributes", 9) && this.level != null && !this.level.isClientSide) {
this.getAttributes().load(nbt.getList("Attributes", 10));
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}
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@@ -1271,6 +1277,10 @@ public abstract class LivingEntity extends Entity {
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}
public void setHealth(float health) {
+ // Paper start
+ if (Float.isNaN(health)) { health = getMaxHealth(); if (this.valid) {
+ System.err.println("[NAN-HEALTH] " + getScoreboardName() + " had NaN health set");
+ } } // Paper end
// CraftBukkit start - Handle scaled health
if (this instanceof ServerPlayer) {
org.bukkit.craftbukkit.entity.CraftPlayer player = ((ServerPlayer) this).getBukkitEntity();
@@ -3444,7 +3454,7 @@ public abstract class LivingEntity extends Entity {
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}
public void setAbsorptionAmount(float amount) {
- if (amount < 0.0F) {
+ if (amount < 0.0F || Float.isNaN(amount)) { // Paper
amount = 0.0F;
}
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
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.
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index 307c76b2d06b748304d28d6634e86bb91f3ded67..4b7e5996b8b49d96f14cbd0d2167a0a09b47f4ec 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
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.
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@@ -2011,6 +2011,7 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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}
public void setRealHealth(double health) {
+ if (Double.isNaN(health)) {return;} // Paper
this.health = health;
}