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Fix chunk unloading regression from upstream merge
Commit a24318ee changed drop() to immediately remove chunks from cache,
bypassing the deferred m_toDrop save/unload pipeline. This caused missing
chunks on dedicated servers, iterator invalidation in dropAll() and
ServerLevel::save(), and entity duplication (item frames) from chunks
being reloaded without their entities first being removed from the level.
- ServerChunkCache::drop(): restore m_toDrop queue instead of immediate
cache removal, so tick() can save/unload/move to unloadedCache safely
- MultiPlayerChunkCache::drop(): restore soft-unload (keep chunk in cache
with loaded=true) instead of nulling cache and hasData
- PlayerChunkMap::setRadius(): remove dropAll() call when reducing radius,
the per-chunk removal loop already handles out-of-range chunks
This commit is contained in:
@@ -150,15 +150,14 @@ void MultiPlayerChunkCache::drop(const int x, const int z)
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if (chunk != nullptr && !chunk->isEmpty())
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{
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// Unload chunk but keep tile entities
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// Drop entities in the chunks, especially for the case when a player is dead
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// as they will not get the RemoveEntity packet if an entity is removed.
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// Don't delete tile entities, as they won't get recreated unless they've got
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// update packets. Tile entities are created on the client by the chunk rebuild.
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chunk->unload(false);
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const auto it = std::find(loadedChunkList.begin(), loadedChunkList.end(), chunk);
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if (it != loadedChunkList.end()) loadedChunkList.erase(it);
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cache[idx] = nullptr;
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hasData[idx] = false;
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chunk->loaded = false;
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// Keep chunk in cache with structural data intact.
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chunk->loaded = true;
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}
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}
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