From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Nassim Jahnke Date: Wed, 2 Mar 2022 09:45:56 +0100 Subject: [PATCH] Force close world loading screen Dead players would be stuck in the world loading screen and other players may miss messages and similar sent in the join event if chunk loading is slow. Paper already circumvents falling through the world before chunks are loaded, so we do not need that. The client only needs the chunk it is currently in to be loaded to close the loading screen, so we just send an empty one. diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java index 04d77a1b001e80b2e2e3c6f33ee32f3abd1848fb..812c62d798d21584e12a3e83354c081c073bf8bf 100644 --- a/src/main/java/net/minecraft/server/players/PlayerList.java +++ b/src/main/java/net/minecraft/server/players/PlayerList.java @@ -423,6 +423,16 @@ public abstract class PlayerList { // Paper start - move vehicle into method so it can be called above - short circuit around that code onPlayerJoinFinish(player, worldserver1, s1); + // Paper start - Send empty chunk, so players aren't stuck in the world loading screen with our chunk system not sending chunks when dead + if (player.isDeadOrDying()) { + net.minecraft.core.Holder plains = worldserver1.registryAccess().registryOrThrow(net.minecraft.core.Registry.BIOME_REGISTRY) + .getHolderOrThrow(net.minecraft.world.level.biome.Biomes.PLAINS); + player.connection.send(new net.minecraft.network.protocol.game.ClientboundLevelChunkWithLightPacket( + new net.minecraft.world.level.chunk.EmptyLevelChunk(worldserver1, player.chunkPosition(), plains), + worldserver1.getLightEngine(), null, null, true, false) + ); + } + // Paper end } private void mountSavedVehicle(ServerPlayer player, ServerLevel worldserver1, CompoundTag nbttagcompound) { // Paper end