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8c5b837e05
Firstly, the old methods all routed to the CompletableFuture method. However, the CF method could not guarantee that if the caller was off-main that the future would be "completed" on-main. Since the callback methods used the CF one, this meant that the callback methods did not guarantee that the callbacks were to be called on the main thread. Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb) so that the methods with the callback are guaranteed to invoke the callback on the main thread. The CF behavior remains unchanged; it may still appear to complete on main if invoked off-main. Secondly, remove the scheduleOnMain invocation in the async chunk completion. This unnecessarily delays the callback by 1 tick. Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which will load chunks within an area. This method is provided as a helper as keeping all chunks loaded within an area can be complicated to implement for plugins (due to the lacking ticket API), and is already implemented internally anyways. Fourthly, remove the ticket addition that occured with getChunkAt and getChunkAtAsync. The ticket addition may delay the unloading of the chunk unnecessarily. It also fixes a very rare timing bug where the future/callback would be completed after the chunk unloads.
28 lines
2.1 KiB
Diff
28 lines
2.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Newwind <support@newwindserver.com>
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Date: Wed, 7 Aug 2024 13:25:55 +0200
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Subject: [PATCH] Configuration for horizontal-only item merging
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Most of the visual artifacts that result from having item merge radius above vanilla levels is from items merging vertically,
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which realistically, only happens when a player is dropping items, or items are dropping from breaking a block.
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Most of the scenarios where item merging makes sense involves the two item entities being on the same Y level. i.e on the ground next to each other.
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This is even more apparent since paper fixed items being able to merge through blocks.
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This patch allows us to configure items to only merge horizontally, which is what vanilla does.
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This allows us to have both the reduced number of item entities a high item-merge radius provides,
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without most of the visual artifacts caused by items merging vertically.
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diff --git a/src/main/java/net/minecraft/world/entity/item/ItemEntity.java b/src/main/java/net/minecraft/world/entity/item/ItemEntity.java
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index 7a6d51020d9c6be33b4c34c0d608559589d5b390..4ce041726661dbbd19f36a516f2fd7f5e3307ef0 100644
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--- a/src/main/java/net/minecraft/world/entity/item/ItemEntity.java
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+++ b/src/main/java/net/minecraft/world/entity/item/ItemEntity.java
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@@ -285,7 +285,7 @@ public class ItemEntity extends Entity implements TraceableEntity {
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if (this.isMergable()) {
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// Spigot start
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double radius = this.level().spigotConfig.itemMerge;
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- List<ItemEntity> list = this.level().getEntitiesOfClass(ItemEntity.class, this.getBoundingBox().inflate(radius, radius - 0.5D, radius), (entityitem) -> {
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+ List<ItemEntity> list = this.level().getEntitiesOfClass(ItemEntity.class, this.getBoundingBox().inflate(radius, this.level().paperConfig().entities.behavior.onlyMergeItemsHorizontally ? 0 : radius - 0.5D, radius), (entityitem) -> { // Paper - configuration to only merge items horizontally
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// Spigot end
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return entityitem != this && entityitem.isMergable();
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});
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