testserver/patches/server/0031-Entity-Origin-API.patch

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2021-06-11 12:02:28 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Byteflux <byte@byteflux.net>
Date: Tue, 1 Mar 2016 23:45:08 -0600
Subject: [PATCH] Entity Origin API
diff --git 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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index 7c709be5d43bcd45064c79e84d5b2fff0b3d0cfe..e5fcabaaf600eabab2192e12c3c0ecce3fbecf31 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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@@ -2235,6 +2235,15 @@ public class ServerLevel extends Level implements WorldGenLevel {
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entity.updateDynamicGameEventListener(DynamicGameEventListener::add);
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entity.valid = true; // CraftBukkit
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+ // Paper start - Set origin location when the entity is being added to the world
+ if (entity.getOriginVector() == null) {
+ entity.setOrigin(entity.getBukkitEntity().getLocation());
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+ }
+ // Default to current world if unknown, gross assumption but entities rarely change world
+ if (entity.getOriginWorld() == null) {
+ entity.setOrigin(entity.getOriginVector().toLocation(getWorld()));
+ }
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+ // Paper end
}
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public void onTrackingEnd(Entity entity) {
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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
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 1a2ee5824c6af6b548e7006d583b73f4eba0f64a..ab2671c21f2f44973fb2507b178ac8e1e03bc8dc 100644
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--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
@@ -304,7 +304,27 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
public long activatedTick = Integer.MIN_VALUE;
public void inactiveTick() { }
// Spigot end
+ // Paper start
+ @javax.annotation.Nullable
+ private org.bukkit.util.Vector origin;
+ @javax.annotation.Nullable
+ private UUID originWorld;
+
+ public void setOrigin(@javax.annotation.Nonnull Location location) {
+ this.origin = location.toVector();
+ this.originWorld = location.getWorld().getUID();
+ }
+ @javax.annotation.Nullable
+ public org.bukkit.util.Vector getOriginVector() {
+ return this.origin != null ? this.origin.clone() : null;
+ }
+
+ @javax.annotation.Nullable
+ public UUID getOriginWorld() {
+ return this.originWorld;
+ }
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+ // Paper end
public float getBukkitYaw() {
return this.yRot;
}
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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@@ -1913,6 +1933,15 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
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this.bukkitEntity.storeBukkitValues(nbt);
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}
// CraftBukkit end
+ // Paper start - Save the entity's origin location
+ if (this.origin != null) {
+ UUID originWorld = this.originWorld != null ? this.originWorld : this.level != null ? this.level.getWorld().getUID() : null;
+ if (originWorld != null) {
+ nbt.putUUID("Paper.OriginWorld", originWorld);
+ }
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+ nbt.put("Paper.Origin", this.newDoubleList(origin.getX(), origin.getY(), origin.getZ()));
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+ }
+ // Paper end
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return nbt;
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} catch (Throwable throwable) {
CrashReport crashreport = CrashReport.forThrowable(throwable, "Saving entity NBT");
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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@@ -2039,6 +2068,20 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
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}
// CraftBukkit end
+ // Paper start - Restore the entity's origin location
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+ ListTag originTag = nbt.getList("Paper.Origin", 6);
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+ if (!originTag.isEmpty()) {
+ UUID originWorld = null;
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+ if (nbt.contains("Paper.OriginWorld")) {
+ originWorld = nbt.getUUID("Paper.OriginWorld");
+ } else if (this.level != null) {
+ originWorld = this.level.getWorld().getUID();
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+ }
+ this.originWorld = originWorld;
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+ origin = new org.bukkit.util.Vector(originTag.getDouble(0), originTag.getDouble(1), originTag.getDouble(2));
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+ }
+ // Paper end
+
} catch (Throwable throwable) {
CrashReport crashreport = CrashReport.forThrowable(throwable, "Loading entity NBT");
CrashReportCategory crashreportsystemdetails = crashreport.addCategory("Entity being loaded");
diff --git a/src/main/java/net/minecraft/world/entity/item/FallingBlockEntity.java b/src/main/java/net/minecraft/world/entity/item/FallingBlockEntity.java
index bd357c3e6fcbd82f3c53ecc8dab46aa5d3708bc2..6c4be7da19d0d61f35942558d438587853231aaa 100644
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--- a/src/main/java/net/minecraft/world/entity/item/FallingBlockEntity.java
+++ b/src/main/java/net/minecraft/world/entity/item/FallingBlockEntity.java
@@ -337,6 +337,14 @@ public class FallingBlockEntity extends Entity {
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this.blockState = Blocks.SAND.defaultBlockState();
}
+ // Paper start - Try and load origin location from the old NBT tags for backwards compatibility
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+ if (nbt.contains("SourceLoc_x")) {
+ int srcX = nbt.getInt("SourceLoc_x");
+ int srcY = nbt.getInt("SourceLoc_y");
+ int srcZ = nbt.getInt("SourceLoc_z");
+ this.setOrigin(new org.bukkit.Location(level.getWorld(), srcX, srcY, srcZ));
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+ }
+ // Paper end
}
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public void setHurtsEntities(float fallHurtAmount, int fallHurtMax) {
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diff --git a/src/main/java/net/minecraft/world/entity/item/PrimedTnt.java b/src/main/java/net/minecraft/world/entity/item/PrimedTnt.java
index 2d4a990da2402a6c24c03e8be7e518e33db99c8f..10f8b5ff56e4c1d8300835e045abdce719a99343 100644
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--- a/src/main/java/net/minecraft/world/entity/item/PrimedTnt.java
+++ b/src/main/java/net/minecraft/world/entity/item/PrimedTnt.java
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@@ -120,6 +120,14 @@ public class PrimedTnt extends Entity {
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@Override
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protected void readAdditionalSaveData(CompoundTag nbt) {
this.setFuse(nbt.getShort("Fuse"));
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+ // Paper start - Try and load origin location from the old NBT tags for backwards compatibility
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+ if (nbt.contains("SourceLoc_x")) {
+ int srcX = nbt.getInt("SourceLoc_x");
+ int srcY = nbt.getInt("SourceLoc_y");
+ int srcZ = nbt.getInt("SourceLoc_z");
+ this.setOrigin(new org.bukkit.Location(level.getWorld(), srcX, srcY, srcZ));
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+ }
+ // Paper end
}
@Nullable
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
index dfae0888684cbf3e6b2fc3201c78fa10c67628a1..ddd0fde5c9065cc35b3bcf81defb119f5b0608d6 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
@@ -1215,5 +1215,20 @@ public abstract class CraftEntity implements org.bukkit.entity.Entity {
return ret;
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}
+
+ @Override
+ public Location getOrigin() {
+ Vector originVector = this.getHandle().getOriginVector();
+ if (originVector == null) {
+ return null;
+ }
+ World world = this.getWorld();
+ if (this.getHandle().getOriginWorld() != null) {
+ world = org.bukkit.Bukkit.getWorld(this.getHandle().getOriginWorld());
+ }
+
+ //noinspection ConstantConditions
+ return originVector.toLocation(world);
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+ }
// Paper end
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}