From 17559df2144117d9f2ad7bf70d54fbd8d8c0a8db 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/World.java b/src/main/java/net/minecraft/server/World.java index 4179ba7cd8..d659ffe9ba 100644 --- a/src/main/java/net/minecraft/server/World.java +++ b/src/main/java/net/minecraft/server/World.java @@ -1146,7 +1146,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc int i = MathHelper.floor(entity.locX / 16.0D); int j = MathHelper.floor(entity.locZ / 16.0D); - boolean flag = entity.attachedToPlayer; + boolean flag = true; // Paper - always load chunks for entity adds // Paper start - Set origin location when the entity is being added to the world if (entity.origin == null) { @@ -1650,7 +1650,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc this.getChunkAt(entity.ae, entity.ag).a(entity, entity.af); } - if (!entity.bN() && !this.isChunkLoaded(i, k, true)) { + if (!entity.valid && !entity.bN() && !this.isChunkLoaded(i, k, true)) { // Paper - always load chunks to register valid entities location entity.inChunk = false; } else { this.getChunkAt(i, k).a(entity); -- 2.19.0