Ensure chunks are always loaded on hard position sets

Player Movement, Entity Creation and Teleportation move
entities with a very "You are here, no debate" change, making
the server register them as there, regardless if that chunk was
loaded or not.

It appears possible that with hack clients and lag, a player
may be able to move fast enough to move into an unloaded
chunk and get into a buggy state.

To prevent this, we will ensure a chunk is always loaded,
guaranteeing that the entity will be properly registered
into its new home comfortably.

Closes #1316
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Aikar 2018-08-16 17:46:38 -04:00
parent dc428860cf
commit 0645364ee5
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@ -0,0 +1,33 @@
From 88e7c7af098c7a40518c05dbba690e037cb306d8 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 16 Aug 2018 17:36:41 -0400
Subject: [PATCH] Ensure chunks are always loaded on hard position sets
Player Movement, Entity Creation and Teleportation move
entities with a very "You are here, no debate" change, making
the server register them as there, regardless if that chunk was
loaded or not.
It appears possible that with hack clients and lag, a player
may be able to move fast enough to move into an unloaded
chunk and get into a buggy state.
To prevent this, we will ensure a chunk is always loaded,
guaranteeing that the entity will be properly registered
into its new home comfortably.
diff --git a/src/main/java/net/minecraft/server/Entity.java b/src/main/java/net/minecraft/server/Entity.java
index 9b5f7fcf72..3c279d3fe8 100644
--- a/src/main/java/net/minecraft/server/Entity.java
+++ b/src/main/java/net/minecraft/server/Entity.java
@@ -1309,6 +1309,7 @@ public abstract class Entity implements ICommandListener, KeyedObject { // Paper
this.lastYaw -= 360.0F;
}
+ world.getChunkAt((int) Math.floor(this.locX), (int) Math.floor(this.locZ)); // Paper - ensure chunk is always loaded
this.setPosition(this.locX, this.locY, this.locZ);
this.setYawPitch(f, f1);
}
--
2.18.0