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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.
19 lines
1 KiB
Diff
19 lines
1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: sulu5890 <sulu@sulu.me>
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Date: Sun, 24 Oct 2021 22:48:14 -0500
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Subject: [PATCH] don't attempt to teleport dead entities
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diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
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index f8c3d239e4a87abd5e893726dcc5ccc07bda637e..f7bd4f1e101330a8ac29cc8059a2f4263c382bfc 100644
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--- a/src/main/java/net/minecraft/world/entity/Entity.java
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+++ b/src/main/java/net/minecraft/world/entity/Entity.java
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@@ -714,7 +714,7 @@ public abstract class Entity implements SyncedDataHolder, Nameable, EntityAccess
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// CraftBukkit start
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public void postTick() {
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// No clean way to break out of ticking once the entity has been copied to a new world, so instead we move the portalling later in the tick cycle
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- if (!(this instanceof ServerPlayer)) {
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+ if (!(this instanceof ServerPlayer) && this.isAlive()) { // Paper - don't attempt to teleport dead entities
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this.handlePortal();
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}
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}
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