From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: MrHua269 <mrhua269@gmail.com>
Date: Wed, 8 Jul 2026 21:34:46 +0800
Subject: [PATCH] Fix high velocity moving issue
On folia, entity usually cannot move out of the tickregion, but sometimes it actually does(like some end pearl gun that can shoot an end pearl to the block faraway than 10000 blocks even more). To fix this, we added a temporary fix which teleport these entities to the destination instead running its move logics so that we could ensure anything is under control.But one thing need to consider is that teleportAsync is actually calling halfway of the entity tick and there is still something running when teleportAsync called, which is actually modified the entity in another thread, so there is still need an improvement
Reference from : https://github.com/KaiijuMC/Kaiiju/blob/ver/1.20.1/patches/server/0040-Teleport-async-if-we-cannot-move-entity-off-main.patch
+ if (io.nanachiyo0721.shiroha.config.modules.fixes.FoliaEntityMovingFixConfig.enabled && ca.spottedleaf.moonrise.common.util.TickThread.isTickThread()){
+ // Shiroha start - Fix high velocity moving issue
+ // Filter the threads as it may be called by the chunk system worker thread
+ if (io.nanachiyo0721.shiroha.config.modules.fixes.FoliaEntityMovingFixConfig.enabled && ca.spottedleaf.moonrise.common.util.TickThread.isTickThread()){
+ var finalPosition = delta.add(this.position);
+ // not NaN (Prevent incorrect checks under NaN minecarts)
+ if (!Double.isNaN(finalPosition.x) && !Double.isNaN(finalPosition.y) && !Double.isNaN(finalPosition.z)) {
+ // kill tick passively if it's moving out of region and we'll catch this exception
+ if (!ca.spottedleaf.moonrise.common.util.TickThread.isTickThreadFor(this.level, finalPosition)) {
+ throw new io.nanachiyo0721.shiroha.utils.entity.EntityMoveOutOfRegionException(this, delta, moverType);
+ }
+ }
+ }
+ // Guard against delta too large when it was processed above
+ // note: following method call "maybeBackOffFromEdge" have indirect access to world data, so gurad is needed.
+ // We ignore to check the final delta movemnt after calling "colliding" as it's clamped at least unless the AABB of the entity is
+ // in a large scale, but it's never allowed and reasonable to have