testserver/patches/server/0693-Add-back-EntityPortalE...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Sun, 16 May 2021 09:39:46 -0700
Subject: [PATCH] Add back EntityPortalExitEvent
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.
2022-09-26 08:02:51 +00:00
index 517ee85a7425d89e4197887eb6b385bc64ecedd3..07ba08de35bac64eeac2657e15dcc60d1dce3cca 100644
--- 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.
2022-09-26 08:02:51 +00:00
@@ -3163,6 +3163,23 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
} else {
// CraftBukkit start
worldserver = shapedetectorshape.world;
+ // Paper start - Call EntityPortalExitEvent
+ CraftEntity bukkitEntity = this.getBukkitEntity();
+ Vec3 position = shapedetectorshape.pos;
+ float yaw = shapedetectorshape.yRot;
+ float pitch = bukkitEntity.getLocation().getPitch(); // Keep entity pitch as per moveTo line below
+ Vec3 velocity = shapedetectorshape.speed;
+ org.bukkit.event.entity.EntityPortalExitEvent event = new org.bukkit.event.entity.EntityPortalExitEvent(bukkitEntity,
+ bukkitEntity.getLocation(), new Location(worldserver.getWorld(), position.x, position.y, position.z, yaw, pitch),
+ bukkitEntity.getVelocity(), org.bukkit.craftbukkit.util.CraftVector.toBukkit(shapedetectorshape.speed));
+ if (event.callEvent() && event.getTo() != null && this.isAlive()) {
+ worldserver = ((CraftWorld) event.getTo().getWorld()).getHandle();
+ position = new Vec3(event.getTo().getX(), event.getTo().getY(), event.getTo().getZ());
+ yaw = event.getTo().getYaw();
+ pitch = event.getTo().getPitch();
+ velocity = org.bukkit.craftbukkit.util.CraftVector.toNMS(event.getAfter());
+ }
+ // Paper end
if (worldserver == this.level) {
// SPIGOT-6782: Just move the entity if a plugin changed the world to the one the entity is already in
this.moveTo(shapedetectorshape.pos.x, shapedetectorshape.pos.y, shapedetectorshape.pos.z, shapedetectorshape.yRot, shapedetectorshape.xRot);
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.
2022-09-26 08:02:51 +00:00
@@ -3182,8 +3199,8 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
if (entity != null) {
entity.restoreFrom(this);
- entity.moveTo(shapedetectorshape.pos.x, shapedetectorshape.pos.y, shapedetectorshape.pos.z, shapedetectorshape.yRot, entity.getXRot());
- entity.setDeltaMovement(shapedetectorshape.speed);
+ entity.moveTo(position.x, position.y, position.z, yaw, pitch); // Paper - use EntityPortalExitEvent values
+ entity.setDeltaMovement(velocity); // Paper - use EntityPortalExitEvent values
worldserver.addDuringTeleport(entity);
if (worldserver.getTypeKey() == LevelStem.END) { // CraftBukkit
ServerLevel.makeObsidianPlatform(worldserver, this); // CraftBukkit