Remove nms.Entity#isChunkLoaded
This method was used pre 1.17 era where an Entity was explicitly tied to a (then called) Chunk's entity slices. If an entity was not inside a Chunk, then it was considered invalid as it was not possible to save the entity. In 1.17+, entities are now tied to a separately tracked entity section management system. This system is far more reliable now as it no longer requires a full chunk load to properly track entities for saving. As a result, an Entity if inside the world is always attached to some entity chunk section (except in rare cases in Vanilla which are fixed in Moonrise). As a result, whether the chunk the entity is in is loaded is no longer an indication of whether they are tracked in the world and we can reliably infer that the entity is correctly in the world through the valid field alone. Additionally drop the isInWorld() check, as valid=true implies isInWorld=true. More importantly, the isInWorld() check invokes getHandle which may trip a thread check on Folia. This will fix World#getEntities() and friends exploding on Folia. However, World#getEntities() on Folia still cannot reliably return all entities in the world as actions such as cross-region (not cross-world) teleporting will remove entities from the world.
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@@ -209,8 +209,8 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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@Override
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public int getEntityCount() {
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int ret = 0;
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for (net.minecraft.world.entity.Entity entity : world.getEntities().getAll()) {
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if (entity.isChunkLoaded()) {
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for (net.minecraft.world.entity.Entity entity : this.world.getEntities().getAll()) {
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if (entity.getBukkitEntity().isValid()) {
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++ret;
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}
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}
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@@ -414,7 +414,7 @@ public abstract class CraftEntity implements org.bukkit.entity.Entity {
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@Override
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public boolean isValid() {
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return this.entity.isAlive() && this.entity.valid && this.entity.isChunkLoaded() && this.isInWorld();
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return this.entity.isAlive() && this.entity.valid;
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}
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@Override
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