Paper/patches/server/0757-Don-t-lookup-fluid-state-when-raytracing.patch
Nassim Jahnke 1358d1e914
Updated Upstream (CraftBukkit/Spigot) (#7580)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
881e06e5 PR-725: Add Item Unlimited Lifetime APIs

CraftBukkit Changes:
74c08312 SPIGOT-6962: Call EntityChangeBlockEvent when when FallingBlockEntity starts to fall
64db5126 SPIGOT-6959: Make /loot command ignore empty items for spawn
2d760831 Increase outdated build delay
9ed7e4fb SPIGOT-6138, SPIGOT-6415: Don't call CreatureSpawnEvent after cross-dimensional travel
fc4ad813 SPIGOT-6895: Trees grown with applyBoneMeal() don't fire the StructureGrowthEvent
59733a2e SPIGOT-6961: Actually return a copy of the ItemMeta

Spigot Changes:
ffceeae3 SPIGOT-6956: Drop unload queue patch as attempt at fixing stop issue
e19ddabd PR-1011: Add Item Unlimited Lifetime APIs
34d40b0e SPIGOT-2942: give command fires PlayerDropItemEvent, cancelling it causes Item Duplication
2022-03-13 08:47:54 +01:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <spottedleaf@spottedleaf.dev>
Date: Fri, 28 Aug 2020 12:33:47 -0700
Subject: [PATCH] Don't lookup fluid state when raytracing
Just use the iblockdata already retrieved, removes a getType call.
diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
index bca0838e40bc91d78e9b93df5318642d1c9f341e..9cf2f046d50a8a0e08189c9b4b5d2f323d1f790d 100644
--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
@@ -84,7 +84,7 @@ public interface BlockGetter extends LevelHeightAccessor {
return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), new BlockPos(raytrace1.getTo()));
}
// Paper end
- FluidState fluid = this.getFluidState(blockposition);
+ FluidState fluid = iblockdata.getFluidState(); // Paper - don't need to go to world state again
Vec3 vec3d = raytrace1.getFrom();
Vec3 vec3d1 = raytrace1.getTo();
VoxelShape voxelshape = raytrace1.getBlockShape(iblockdata, this, blockposition);