From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Jason Penilla <11360596+jpenilla@users.noreply.github.com> Date: Fri, 13 Sep 2024 14:32:32 -0700 Subject: [PATCH] Paper PR: Add ticket on player join to avoid chunk load-unload-load cycle Original license: GPLv3 Original project: https://github.com/PaperMC/Paper Paper pull request: https://github.com/PaperMC/Paper/pull/11398 Adding the entity will add and then immediately remove an entity load ticket, which would result in the chunk loading and then unloading before being loaded again once the player chunk loader reacts (delay can vary based on rate limit configs) By adding a ticket with a short removal delay we attempt to keep the chunk loaded until the player chunk loader reacts, but this is not a guarantee due to the aforementioned rate limit configs. Plugins should still handle load/unload events as normal, however this will reduce redundant calls. The delay is currently set to 2 seconds, however, we may want to adjust this before merging (for example the player chunk unload delay is 5 seconds) fixes Paper#9581 diff --git a/ca/spottedleaf/moonrise/patches/chunk_system/player/RegionizedPlayerChunkLoader.java b/ca/spottedleaf/moonrise/patches/chunk_system/player/RegionizedPlayerChunkLoader.java index 525f29f3ecd7eb12e3d7447898005d3a6d62c093..24f0d13922748eb8a96fd83f14204984becd2513 100644 --- a/ca/spottedleaf/moonrise/patches/chunk_system/player/RegionizedPlayerChunkLoader.java +++ b/ca/spottedleaf/moonrise/patches/chunk_system/player/RegionizedPlayerChunkLoader.java @@ -48,6 +48,7 @@ public final class RegionizedPlayerChunkLoader { public static final TicketType PLAYER_TICKET = ChunkSystemTicketType.create("chunk_system:player_ticket", Long::compareTo); public static final TicketType PLAYER_TICKET_DELAYED = ChunkSystemTicketType.create("chunk_system:player_ticket_delayed", Long::compareTo, 1L); + public static final TicketType PLAYER_JOIN = ChunkSystemTicketType.create("chunk_system:player_join", (a, b) -> 0, 5 * 20); // Paper PR - Add ticket on player join to avoid chunk load-unload-load cycle public static final int GENERATED_TICKET_LEVEL = ChunkHolderManager.FULL_LOADED_TICKET_LEVEL; public static final int LOADED_TICKET_LEVEL = ChunkTaskScheduler.getTicketLevel(ChunkStatus.EMPTY); diff --git a/net/minecraft/server/players/PlayerList.java b/net/minecraft/server/players/PlayerList.java index 26a0f9aa63596572f10de5e0b435660e379bcf78..0261568809e7e67431a41dbb78bfb4349ee2b21a 100644 --- a/net/minecraft/server/players/PlayerList.java +++ b/net/minecraft/server/players/PlayerList.java @@ -440,6 +440,13 @@ public abstract class PlayerList { // this.broadcastAll(ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(player))); // CraftBukkit - replaced with loop below // Paper start - Fire PlayerJoinEvent when Player is actually ready; correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks player.supressTrackerForLogin = true; + // Paper PR start - Add ticket on player join to avoid chunk load-unload-load cycle + serverLevel.moonrise$getChunkTaskScheduler().chunkHolderManager.addTicketAtLevel( + ca.spottedleaf.moonrise.patches.chunk_system.player.RegionizedPlayerChunkLoader.PLAYER_JOIN, + player.chunkPosition(), + ca.spottedleaf.moonrise.patches.chunk_system.player.RegionizedPlayerChunkLoader.TICK_TICKET_LEVEL, + net.minecraft.util.Unit.INSTANCE); + // Paper PR end - Add ticket on player join to avoid chunk load-unload-load cycle serverLevel.addNewPlayer(player); this.server.getCustomBossEvents().onPlayerConnect(player); // see commented out section below serverLevel.addPlayerJoin(player); // Paper end - Fire PlayerJoinEvent when Player is actually ready