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Level: Duct tape fix for crashy trees at the top of the world
this doesn't fix shit but it at least doesn't crash. Fixing this properly can't be effectively done any other way without backwards compatibility breaks. Fortunately it's not common practice to grow trees at the top of the world.
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@ -2177,6 +2177,9 @@ class Level implements ChunkManager, Metadatable{
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* @param int $id 0-255
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*/
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public function setBlockIdAt(int $x, int $y, int $z, int $id){
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if(!$this->isInWorld($x, $y, $z)){ //TODO: bad hack but fixing this requires BC breaks to do properly :(
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return;
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}
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unset($this->blockCache[$chunkHash = Level::chunkHash($x >> 4, $z >> 4)][$blockHash = Level::blockHash($x, $y, $z)]);
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$this->getChunk($x >> 4, $z >> 4, true)->setBlockId($x & 0x0f, $y, $z & 0x0f, $id & 0xff);
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@ -2211,6 +2214,9 @@ class Level implements ChunkManager, Metadatable{
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* @param int $data 0-15
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*/
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public function setBlockDataAt(int $x, int $y, int $z, int $data){
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if(!$this->isInWorld($x, $y, $z)){ //TODO: bad hack but fixing this requires BC breaks to do properly :(
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return;
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}
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unset($this->blockCache[$chunkHash = Level::chunkHash($x >> 4, $z >> 4)][$blockHash = Level::blockHash($x, $y, $z)]);
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$this->getChunk($x >> 4, $z >> 4, true)->setBlockData($x & 0x0f, $y, $z & 0x0f, $data & 0x0f);
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