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Allow loading entities current chunk if needed to fix collision checks
Having trouble reproducing this myself, but this should do it.
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@ -14,7 +14,7 @@ movement will load only the chunk the player enters anyways and avoids loading
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massive amounts of surrounding chunks due to large AABB lookups.
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..bdebbaf0b93ae7186b0afb3b2c04fdcf11148121 100644
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index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..ab88a4f6526f3bae324b53d47581faf384a65ede 100644
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -83,19 +83,29 @@ public interface ICollisionAccess extends IBlockAccess {
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@ -40,10 +40,10 @@ index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..bdebbaf0b93ae7186b0afb3b2c04fdcf
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+ // Paper start - ensure we don't load chunks
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+ //int k2 = k1 >> 4;
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+ //int l2 = i2 >> 4;
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+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 1;
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+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 8;
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+ blockposition_mutableblockposition.setValues(x, y, z); // Paper - moved up
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+
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+ IBlockData iblockdata = ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
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+ IBlockData iblockdata = !far ? ICollisionAccess.this.getType(blockposition_mutableblockposition) : ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
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+ if (iblockdata == null) {
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+ if (!(entity instanceof EntityPlayer) || entity.world.paperConfig.preventMovingIntoUnloadedChunks) {
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+ VoxelShape voxelshape3 = VoxelShapes.of(far ? entity.getBoundingBox() : new AxisAlignedBB(new BlockPosition(x, y, z)));
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@ -21,7 +21,7 @@ index e865a5694f78fb9273a0625ab2c30b87d0711a90..5648ba73c533f622c35c808decdb305f
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default Stream<VoxelShape> b(@Nullable Entity entity, AxisAlignedBB axisalignedbb, Set<Entity> set) {
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return IEntityAccess.super.b(entity, axisalignedbb, set);
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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index be4e311eadbd5a3b4d17ec6eb691d3ff0af711ae..434d8fd019b63e7352c435fe72cdfc32e338e8c5 100644
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index 7d9a742224e1694c3d7f1c8dd218598adf6f2767..4fb02328862018e1df12824db5b450333d482b1c 100644
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -43,18 +43,39 @@ public interface ICollisionAccess extends IBlockAccess {
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@ -95,7 +95,7 @@ index be4e311eadbd5a3b4d17ec6eb691d3ff0af711ae..434d8fd019b63e7352c435fe72cdfc32
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}
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@@ -98,9 +119,8 @@ public interface ICollisionAccess extends IBlockAccess {
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IBlockData iblockdata = ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
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IBlockData iblockdata = !far ? ICollisionAccess.this.getType(blockposition_mutableblockposition) : ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
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if (iblockdata == null) {
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if (!(entity instanceof EntityPlayer) || entity.world.paperConfig.preventMovingIntoUnloadedChunks) {
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- VoxelShape voxelshape3 = VoxelShapes.of(far ? entity.getBoundingBox() : new AxisAlignedBB(new BlockPosition(x, y, z)));
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