testserver/patches/server/0467-Fix-SpawnChangeEvent-n...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: William Blake Galbreath <blake.galbreath@gmail.com>
Date: Sat, 22 Aug 2020 23:36:21 +0200
Subject: [PATCH] Fix SpawnChangeEvent not firing for all use-cases
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.java
index fc3e5068473e1586024e87fee3eeeb6cf5124923..e18ee5ec984cb8d8aaa8a40714fc9a0381b04317 100644
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--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -1890,6 +1890,7 @@ public class ServerLevel extends Level implements WorldGenLevel {
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//ChunkCoordIntPair chunkcoordintpair = new ChunkCoordIntPair(new BlockPosition(this.worldData.a(), 0, this.worldData.c()));
this.levelData.setSpawn(pos, angle);
+ new org.bukkit.event.world.SpawnChangeEvent(getWorld(), MCUtil.toLocation(this, prevSpawn)).callEvent(); // Paper
if (this.keepSpawnInMemory) {
// if this keepSpawnInMemory is false a plugin has already removed our tickets, do not re-add
this.removeTicketsForSpawn(this.paperConfig().spawn.keepSpawnLoadedRange * 16, prevSpawn);
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index 8a5967b5e4196d1df1aacb28ccefadb7863b75a5..55438fc0c789d4ea00653c6b521080460176e4be 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -263,11 +263,13 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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public boolean setSpawnLocation(int x, int y, int z, float angle) {
try {
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Location previousLocation = this.getSpawnLocation();
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- world.levelData.setSpawn(new BlockPos(x, y, z), angle);
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+ world.setDefaultSpawnPos(new BlockPos(x, y, z), angle); // Paper - use WorldServer#setSpawn
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+ // Paper start - move to nms.World
// Notify anyone who's listening.
- SpawnChangeEvent event = new SpawnChangeEvent(this, previousLocation);
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- this.server.getPluginManager().callEvent(event);
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+ // SpawnChangeEvent event = new SpawnChangeEvent(this, previousLocation);
+ // server.getPluginManager().callEvent(event);
+ // Paper end
return true;
} catch (Exception e) {