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World->getSafeSpawn() now throws if the target is in ungenerated terrain, instead of silently returning the default
this WILL cause crashes in some cases on slower machines (#2724), but it's better than randomly spawning at the top of the map.
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@ -2371,6 +2371,9 @@ class World implements ChunkManager{
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return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1;
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}
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/**
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* @throws WorldException if the terrain is not generated
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*/
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public function getSafeSpawn(?Vector3 $spawn = null) : Position{
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if(!($spawn instanceof Vector3) or $spawn->y < 1){
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$spawn = $this->getSpawnLocation();
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@ -2379,31 +2382,31 @@ class World implements ChunkManager{
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$max = $this->worldHeight;
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$v = $spawn->floor();
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$chunk = $this->getOrLoadChunkAtPosition($v, false);
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if($chunk === null || !$chunk->isGenerated()){
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throw new WorldException("Cannot find a safe spawn point in non-generated terrain");
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}
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$x = (int) $v->x;
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$y = $v->y;
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$z = (int) $v->z;
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if($chunk !== null and $chunk->isGenerated()){
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$y = (int) min($max - 2, $v->y);
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$wasAir = $this->getBlockAt($x, $y - 1, $z)->getId() === BlockLegacyIds::AIR; //TODO: bad hack, clean up
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for(; $y > 0; --$y){
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if($this->getBlockAt($x, $y, $z)->isFullCube()){
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if($wasAir){
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$y++;
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break;
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}
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}else{
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$wasAir = true;
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$y = (int) min($max - 2, $v->y);
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$wasAir = $this->getBlockAt($x, $y - 1, $z)->getId() === BlockLegacyIds::AIR; //TODO: bad hack, clean up
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for(; $y > 0; --$y){
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if($this->getBlockAt($x, $y, $z)->isFullCube()){
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if($wasAir){
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$y++;
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break;
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}
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}else{
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$wasAir = true;
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}
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}
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for(; $y >= 0 and $y < $max; ++$y){
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if(!$this->getBlockAt($x, $y + 1, $z)->isFullCube()){
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if(!$this->getBlockAt($x, $y, $z)->isFullCube()){
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return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this);
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}
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}else{
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++$y;
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for(; $y >= 0 and $y < $max; ++$y){
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if(!$this->getBlockAt($x, $y + 1, $z)->isFullCube()){
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if(!$this->getBlockAt($x, $y, $z)->isFullCube()){
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return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this);
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}
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}else{
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++$y;
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}
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}
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