Do not sync load chunk for dynamic game event listener registration

These can be called while an entity is being added to the world,
and if the entity is being added from a chunk load context the
sync load will block indefinitely (because the chunk load context
is for completing the chunk to FULL).

This does raise questions about the current system for these
dynamic registrations, as it looks like there is _zero_ logic
to account for the case where the chunk is _not_ currently loaded
and then later loaded.
This commit is contained in:
Spottedleaf 2022-07-03 22:31:37 -07:00
parent 78f9a96605
commit 39156be36a

View file

@ -0,0 +1,11 @@
--- a/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
+++ b/net/minecraft/world/level/gameevent/DynamicGameEventListener.java
@@ -41,7 +41,7 @@
private static void ifChunkExists(LevelReader world, @Nullable SectionPos sectionPos, Consumer<GameEventListenerRegistry> dispatcherConsumer) {
if (sectionPos != null) {
- ChunkAccess chunkAccess = world.getChunk(sectionPos.x(), sectionPos.z(), ChunkStatus.FULL, false);
+ ChunkAccess chunkAccess = world.getChunkIfLoadedImmediately(sectionPos.getX(), sectionPos.getZ()); // Paper - Perf: can cause sync loads while completing a chunk, resulting in deadlock
if (chunkAccess != null) {
dispatcherConsumer.accept(chunkAccess.getListenerRegistry(sectionPos.y()));
}