From 1c8d867560670f953c242359db4311ae0a1d44e7 Mon Sep 17 00:00:00 2001 From: Aikar Date: Fri, 28 Sep 2018 21:49:53 -0400 Subject: [PATCH] Fix issues with entity loss due to unloaded chunks Vanilla has risk of losing entities by causing them to be removed from all chunks if they try to move into an unloaded chunk. This pretty much means high chance this entity will be lost in this scenario. There is another case that adding an entity to the world can fail if the chunk isn't loaded. Lots of the server is designed around addEntity never expecting to fail for these reasons, nor is it really logical. This change ensures the chunks are always loaded when entities are added to the world, or a valid entity moves between chunks. diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java index 8074050b4..fd0edea78 100644 --- a/src/main/java/net/minecraft/server/WorldServer.java +++ b/src/main/java/net/minecraft/server/WorldServer.java @@ -703,7 +703,7 @@ public class WorldServer extends World { this.getChunkAt(entity.chunkX, entity.chunkZ).a(entity, entity.chunkY); } - if (!entity.cc() && !this.isChunkLoaded(i, k)) { + if (!entity.valid && !entity.cc() && !this.isChunkLoaded(i, k)) { // Paper - always load chunks to register valid entities location entity.inChunk = false; } else { this.getChunkAt(i, k).a(entity); @@ -1029,7 +1029,7 @@ public class WorldServer extends World { return false; } // CraftBukkit end - IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, entity.attachedToPlayer); + IChunkAccess ichunkaccess = this.getChunkAt(MathHelper.floor(entity.locX() / 16.0D), MathHelper.floor(entity.locZ() / 16.0D), ChunkStatus.FULL, true); // Paper - always load chunks for entity adds if (!(ichunkaccess instanceof Chunk)) { return false; -- 2.25.0