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Ensure priority updates are determined by current level, not deferred level (#6507)
* Ensure priority updates are determined by current level, not deferred level Deferral could cause an infinite loop to occur. Also, re-add the light engine priority logic. * Rebase Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
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@@ -29,13 +29,13 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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@@ -0,0 +0,0 @@ public class ChunkHolder {
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ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
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}
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chunkMap.level.asyncChunkTaskManager.raisePriority(pos.x, pos.z, ioPriority);
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+ chunkMap.level.getChunkSource().getLightEngine().queue.changePriority(pos.toLong(), this.queueLevel, priority); // Paper // Restore this in chunk priority later?
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}
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// Paper end
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this.oldTicketLevel = this.ticketLevel;
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+ //chunkMap.level.getChunkSource().getLightEngine().queue.changePriority(pos.toLong(), this.queueLevel, priority); // Paper // Restore this in chunk priority later?
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// CraftBukkit start
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// ChunkLoadEvent: Called after the chunk is loaded: isChunkLoaded returns true and chunk is ready to be modified by plugins.
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if (!playerchunk_state.isOrAfter(ChunkHolder.FullChunkStatus.BORDER) && playerchunk_state1.isOrAfter(ChunkHolder.FullChunkStatus.BORDER)) {
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if (currRequestedPriority != newRequestedPriority) {
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this.onLevelChange.onLevelChange(this.pos, () -> this.queueLevel, priority, p -> this.queueLevel = p); // use preferred priority
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
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index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
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