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update eigencraft patch (#8076)
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1 changed files with 47 additions and 3 deletions
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@ -30,6 +30,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+import java.util.Map;
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+import java.util.concurrent.ThreadLocalRandom;
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+import net.minecraft.core.BlockPos;
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+import net.minecraft.core.Direction;
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+import net.minecraft.world.item.ItemStack;
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+import net.minecraft.world.item.Items;
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+import net.minecraft.world.level.Level;
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@ -672,7 +673,20 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ // already keeping track of all of the neighbor positions
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+ // that need to be updated. All on its own, handling neighbors
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+ // this way reduces block updates by 1/3 (24 instead of 36).
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+ worldIn.neighborChanged(upd.self, wire, upd.parent);
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+// worldIn.neighborChanged(upd.self, wire, upd.parent);
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+
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+ // [Space Walker]
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+ // The neighbor update system got a significant overhaul in 1.19.
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+ // Shape and block updates are now added to a stack before being
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+ // processed. These changes make it so any neighbor updates emitted
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+ // by this accelerator will not be processed until after the entire
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+ // wire network has updated. This has a significant impact on the
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+ // behavior and introduces Vanilla parity issues.
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+ // To circumvent this issue we bypass the neighbor update stack and
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+ // call BlockStateBase#neighborChanged directly. This change mostly
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+ // restores old behavior, at the cost of bypassing the
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+ // max-chained-neighbor-updates server property.
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+ worldIn.getBlockState(upd.self).neighborChanged(worldIn, upd.self, wire, upd.parent, false);
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+ }
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+ }
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+
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@ -920,13 +934,40 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ BlockPos pos = new BlockPos(upd.self.getX(), upd.self.getY(), upd.self.getZ());
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+ if (wire.canSurvive(null, worldIn, pos)) {
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+ state = state.setValue(RedStoneWireBlock.POWER, Integer.valueOf(j));
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+ worldIn.setBlock(upd.self, state, 2);
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+ // [Space Walker] suppress shape updates and emit those manually to
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+ // bypass the new neighbor update stack.
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+ if (worldIn.setBlock(upd.self, state, Block.UPDATE_KNOWN_SHAPE | Block.UPDATE_CLIENTS))
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+ updateNeighborShapes(worldIn, upd.self, state);
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+ }
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+ }
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+
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+ return state;
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+ }
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+
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+ private static final Direction[] UPDATE_SHAPE_ORDER = { Direction.WEST, Direction.EAST, Direction.NORTH, Direction.SOUTH, Direction.DOWN, Direction.UP };
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+
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+ /*
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+ * [Space Walker]
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+ * This method emits shape updates around the given block,
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+ * bypassing the new neighbor update stack. Diagonal shape
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+ * updates are omitted, as they are mostly unnecessary.
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+ * Diagonal shape updates are emitted exclusively to other
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+ * redstone wires, in order to update their connection properties.
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+ * Wire connections should never change as a result of power
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+ * changes, so the only behavioral change will be in scenarios
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+ * where earlier shape updates have been suppressed to keep a
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+ * redstone wire in an invalid state.
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+ */
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+ public void updateNeighborShapes(Level level, BlockPos pos, BlockState state) {
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+ for (Direction dir : UPDATE_SHAPE_ORDER) {
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+ BlockPos neighborPos = pos.relative(dir);
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+ BlockState neighborState = level.getBlockState(neighborPos);
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+
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+ BlockState newState = neighborState.updateShape(dir.getOpposite(), state, level, neighborPos, pos);
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+ Block.updateOrDestroy(neighborState, newState, level, neighborPos, Block.UPDATE_CLIENTS);
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+ }
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+ }
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+
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+ /*
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+ * Optimized function to compute a redstone wire's power level based on cached
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+ * state.
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@ -1040,7 +1081,10 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ state = state.setValue(POWER, j);
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+
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+ if (worldIn.getBlockState(pos1) == iblockstate) {
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+ worldIn.setBlock(pos1, state, 2);
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+ // [Space Walker] suppress shape updates and emit those manually to
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+ // bypass the new neighbor update stack.
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+ if (worldIn.setBlock(pos1, state, Block.UPDATE_KNOWN_SHAPE | Block.UPDATE_CLIENTS))
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+ turbo.updateNeighborShapes(worldIn, pos1, state);
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+ }
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+
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+ // 1.16(.1?) dropped the need for blocks needing updates.
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