SPIGOT-30: Fix restoring of WorldData when loading worlds

This commit is contained in:
Mike Primm 2014-11-29 09:34:54 -06:00
parent f498585ecc
commit 4692204921

View file

@ -114,11 +114,11 @@ import com.google.common.collect.ImmutableList;
import com.google.common.collect.Lists;
import com.google.common.collect.MapMaker;
import com.mojang.authlib.GameProfile;
import io.netty.buffer.ByteBuf;
import io.netty.buffer.ByteBufOutputStream;
import io.netty.buffer.Unpooled;
import io.netty.handler.codec.base64.Base64;
import jline.console.ConsoleReader;
public final class CraftServer implements Server {
@ -844,8 +844,12 @@ public final class CraftServer implements Server {
} while(used);
boolean hardcore = false;
WorldData worlddata = new WorldData(new WorldSettings(creator.seed(), EnumGamemode.getById(getDefaultGameMode().getValue()), generateStructures, hardcore, type), name);
WorldServer internal = (WorldServer) new WorldServer(console, new ServerNBTManager(getWorldContainer(), name, true), worlddata, dimension, console.methodProfiler, creator.environment(), generator).b();
IDataManager sdm = new ServerNBTManager(getWorldContainer(), name, true);
WorldData worlddata = sdm.getWorldData();
if (worlddata == null) {
worlddata = new WorldData(new WorldSettings(creator.seed(), EnumGamemode.getById(getDefaultGameMode().getValue()), generateStructures, hardcore, type), name);
}
WorldServer internal = (WorldServer) new WorldServer(console, sdm, worlddata, dimension, console.methodProfiler, creator.environment(), generator).b();
if (!(worlds.containsKey(name.toLowerCase()))) {
return null;