Commit Graph

1682 Commits

Author SHA1 Message Date
BillyGalbreath 0db94d4fca Fix #1604 (#1605) 2018-10-21 20:39:21 +01:00
Aikar 3fa9c0b5c3
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-10-21 15:31:50 -04:00
Caleb Bassham 64840b3018 Fix NPE when setting a player's spectator target (#1596)
Fix NPE when setting a player's spectator target
2018-10-21 20:27:53 +01:00
Brokkonaut 4dc24e6c0f Don't modify item tag if interaction is canceled (#1589)
The item tag is stored before executing the interaction and restored before handling the
resulting events. If the event was not canceled and the ItemStack is not modified in the
event, the new tag is set back to the new one afterwards. This is similar to the handling
of the item amount.

This fixes a bug where tools lose durability when the interaction is canceled and another bug
where tools become completely repaired when they should break but the interaction was canceled.
2018-10-20 10:03:35 -04:00
BillyGalbreath 8098020fd0 Fix MC-93764 2018-10-19 19:39:21 -05:00
BillyGalbreath 8c7f0e79ce Add more Witch API (#1564) 2018-10-18 23:24:09 -04:00
Aikar 0d1ca37436
Remove MOST Synchronization from Chunk Map
This will provide quite a major performance boost by avoiding
synchronizing on EVERY chunk lookup.

Synchronize, even without contention, incurs processor cache flushes.

Considering this is the 2nd hottest method in the code base, lets
avoid doing that...

Additionally, chunk conversion operations were occuring while
under synchronization which lead to deadlocks.

Now the conversion will occur outside of the lock, and fix
that issue, resolving #1586

Note, that the chunk map is still thread safe for get operations!

The chunk map was never intended to be modified async with our
changes, as we post to main to modify the map, however
we do still synchronize for write operations (put, remove)

We also synchronize for async get operations, ensuring that
async gets are safe.

We do not need to synchronize main thread gets as the processor
cache will be insync since the map is only updated on the main thread.

However, if someone does try to delete or put concurrently, we
will force their operation back to the main thread.
2018-10-18 22:41:23 -04:00
Andrew Steinborn 7141632abf Add Velocity IP forwarding support (#1557)
While Velocity supports BungeeCord-style IP forwarding, it is not secure. Users
have a lot of problems setting up firewalls or setting up plugins like IPWhitelist.
Further, the BungeeCord IP forwarding protocol still retains essentially its original
form, when there is brand new support for custom login plugin messages in 1.13.

Velocity's modern IP forwarding uses an HMAC-SHA256 code to ensure authenticity
of messages, is packed into a binary format that is smaller than BungeeCord's
forwarding, and is integrated into the Minecraft login process by using the 1.13
login plugin message packet.
2018-10-18 20:44:59 -04:00
Caleb Bassham 3b358452ba Add events for player changing spectator target (#1498)
* Add events for player changing spectator target

- Add PlayerStartSpectatingEntityEvent
- Add PlayerStopSpectatingEntityEvent
2018-10-18 16:53:10 -04:00
Aikar 42772e476a
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-10-17 23:06:33 -04:00
Brokkonaut 4168fa182e Fire EntityCombustEvent for phantoms (#1573) 2018-10-17 23:04:21 -04:00
Aikar 00f0a30680
Ensure chunk neighbor counts do not get desynced
Mojang was not checking that the chunk did not overwrite, or
was successfully removed.

We're seeing odd reports in #1561 that indicates issues around
this are having problems.
2018-10-17 22:47:27 -04:00
Aikar e047098814
MC-50319: Check other worlds for shooter of projectiles
Say a player shoots an arrow through a nether portal, the game
would lose the shooter for determining things such as Player Kills,
because the entity is in another world.

If the projectile fails to find the shooter in the current world, check
other worlds.
2018-10-17 19:30:57 -04:00
BillyGalbreath 52ae2a1aec
Implement getters and setters for EntityItem owner and thrower
Closes #1526
2018-10-16 22:17:59 -04:00
Zach Brown 6ec7d9f674
Fix equals case in lightning sounds 2018-10-16 21:40:32 -04:00
Trigary 20515a30ae
Limit lightning strike effect distance
Resolves GH-1436
2018-10-16 21:23:44 -04:00
GreenMeanie 03ecc80de8 Actually set the header (#1576) 2018-10-15 01:05:02 -04:00
Aikar 6a60c4295d
[Auto] Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
e7ced970 Catch plugins setting null Material or BlockData to blocks
2018-10-12 18:46:42 -04:00
Shane Freeder 35fcc2e2d0
Share the main thread queue for AsyncChunkProvider
fixes an issue in which thread requests are only processed
for the current provider which can cause a deadlock should
multiple requests exist across providers
2018-10-12 15:50:58 +01:00
Aikar 69a4a30e47
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-10-12 03:11:50 -04:00
BillyGalbreath 3b580e8aa9 Here's Johnny! (#1563)
Adds Johnny API to Vindicator
2018-10-12 03:09:53 -04:00
Aikar 04b8268cf1
Improvements to DataFixers for performance
Mojang asked me to make some changes, so applied them here.
2018-10-12 01:29:28 -04:00
Aikar 77c6bafe46
Missed a +1 on village doors 2018-10-11 21:54:15 -04:00
Aikar dc6dbeb6ad
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-10-11 21:46:35 -04:00
Aikar ee7933e43e
Improve Village Door code to not break village mechanics 2018-10-11 21:42:52 -04:00
BillyGalbreath a16ef75bfd Add sun related API (#1546)
These methods are used internally throughout the game for things like spawning mobs during day/night only or making them burn in daylight, etc. Now exposed for plugin usage.
2018-10-11 21:42:49 -04:00
BillyGalbreath fe01fa5641 Turtle API (#1509) 2018-10-10 23:40:49 -04:00
Aikar 14de21393c
Use a method for EntityTrackerEntry for Gerrygames
Allow overriding the method for interception

https://github.com/PaperMC/Paper/issues/1537

Resolves #1537
2018-10-10 23:19:51 -04:00
Aikar f21e10da65
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-10-10 23:06:38 -04:00
BillyGalbreath 950b62689f Check Drowned for Villager Aggression Config (#1560) 2018-10-10 23:01:14 -04:00
Aikar 62efc6ab31
Improvements to Async Chunks
If a chunk load comes in on a chunk load or gen thread,
execute it synchronously on that thread instead of enqueueing it.

It doesn't make sense to enqueue it as that thread is then
going to future.join() it and block until it's ready anyways.

This opens risk to a deadlock if every load or gen thread is
waiting on a recursive chunk but it will never finish because
all of the threads are waiting.
2018-10-10 22:48:35 -04:00
Aikar 0693716984
Identify corrupt region file data and self recover
If we identify an invalid offset (negative, or the header sectors),
then back up the region file and erase that specific chunks offset
data.

This will avoid crashing the server with AIOBB errors and also avoids
server owners having to consider the entire region file 'lost'.

I'm not sure what leads to this state, I can only assume write cut
off mid bits.

In this scenario, there is absolutely no way to know where the chunk
actually is in the data file without loading every
single chunk in the file. And even to do that, would be quite extreme
due to the fact the file isn't in some orderly fashion.

Since the file is backed up, the user can use a region fixer tool
externally to try to restore that single chunk. We could even
add a command to restore a chunk from a backup file in a different
commit later on. But this at least prevents the server from crashing.

The server will just generate a new chunk and move on,
after printing an error to the console about it.

Also fixed the case reported in this issue about the server
hanging when a corrupt chunk is encountered, so this issue
is now fully closed.

Resolves #1541
2018-10-10 21:28:12 -04:00
BillyGalbreath b1b6a6c4e2 Add LivingEntity#getTargetEntity (#1467) 2018-10-08 21:14:55 -04:00
Aikar a3cccc9359
Complete future when chunk fails to load 2018-10-08 21:14:13 -04:00
Aikar df22839abf
Fix Light Bugs - Fixes #1542
Applied a "Only run this when the blocks are different" to
a place, that apparently must be called even with the same
block but different other data I guess.

This was causing oddness with light data.
2018-10-08 20:27:13 -04:00
Aikar 1f5866fcf8
Improve synchronization on chunk gen to not block main - Fixes #1550
Chunk Generation was occuring while inside of the progressCache lock
this caused the progressCache to stay blocked for a long period of time
which then blocked main when main needed to clean the expiring map.

We now maintain a separate map for pending scheduler entries, that
we can join on if a 2nd request comes in while one is starting.

This strategy keeps the lock only for a fraction of time but
maintains thread safety.

So now the chunk is generated without holding a lock and wont
block the main thread on the expiring map as we will insert it
once ready.
2018-10-08 00:45:04 -04:00
Aikar 2a2d9fb508
Improvements to Logging Warnings/Dupe Entities - Resolves #1544
1) Removed "Regen" mode of Dupe UUID resolver, forced safe.
Some servers who updated before we had safe mode added still had this value.

There's really no reason to keep this mode, as we've seen that vanilla
triggers this often and 99.9999999% of cases will be an actual duplicate
that needs to be deleted.

2) Made Vanilla Debug messages about dupe UUIDs and dupe uuid resolve messages
only show up if the debug.entities flag is on. This will stop server owners
from panicing from seeing these logs, and stop opening bug reports on this,
only for us to tell you "don't worry about it".

3) Avoid adding entities to world that are already added to world.

This can be triggered by anything that causes an entity to be added
to the world during the chunk load process, such as chunk conversions.

Issue #1544 was a case of this.

4) Removed debug warning about ExpiringMap.

Nothing more I know to do about this anyways. We recover from it,
stop warning to reduce noise of issues to us.
2018-10-07 15:10:23 -04:00
BillyGalbreath 438ee3f487 Fix weird issues with Creeper ignite state (#1534) 2018-10-07 12:58:09 -04:00
BillyGalbreath 4266bfa3e4 Fix timer in slime AI (#1548)
Seems my original pull for this created an unseen bug where the target timer would never run out (the slime would not "forget" it's target over time). Went ahead and fixed that, and made the code more legible by adding the imports.
2018-10-07 12:57:52 -04:00
BillyGalbreath 0ca403459b Allow setting the vex's summoner (#1545) 2018-10-06 23:31:21 -04:00
Aikar 468a1cbbd7
[Auto] Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
ee12ca7b Add maximum repair cost API to AnvilInventory

CraftBukkit Changes:
1ceee633 Implement maximum repair cost API to AnvilInventory
2018-10-06 05:31:40 -04:00
Aikar addebee995
Fix logic error in water activation range immunity check
was no longer giving immunity to items
2018-10-06 01:17:32 -04:00
Aikar 49052de5e5
Fix many light bugs by removing recheckGaps change
Fixes #1539
Fixes #1483
2018-10-06 00:56:20 -04:00
Aikar f21627490e
Don't stop chunk executors, cancel pending chunks instead
Fixes #1532
2018-10-06 00:15:40 -04:00
Aikar 70b156939f
Cancel pending chunk loads when they are no longer needed
This will improve queue times by canceling chunks when a player
leaves the radius of an async loading/generating chunk.

This matches behavior we had pre 1.13 for loading too.
2018-10-06 00:02:09 -04:00
Zach Brown 2ae1ed6336
Hook into CB's plugin rewriting system
Primarily to update plugins for our fastutil relocation. Can also be
used to do things like debug plugins accessing versioned NMS packages in
an IDE pre-relocate step.
2018-10-05 19:44:46 -04:00
133Seven d7cb3a9989 [CI-SKIP] Change URL in POM to https://papermc.io 2018-10-05 11:52:04 -04:00
Matthew Miller 8749e58b72 Don't update snapshot blockstates (#1535)
Following this comment on PaperLib, https://github.com/PaperMC/PaperLib/pull/2#discussion_r222761017

I've made non-snapshot TE's not update when they receive the update call. They still do the rest of the update, just not the applying of the TE data. This is to still allow forced physics updates etc. Also in the case of Jukeboxes, updating the properties
2018-10-05 11:24:01 -04:00
Brokkonaut 0a6d449907 Sometimes World.save() did not save the whole world. (#1538)
flag = true is a force save of the whole world (for example World.save()), this should ignore the current queue size.
2018-10-05 11:23:20 -04:00
Aikar e2418a9945
[CI-SKIP] Undo an accidental merger of patches
Accidently merged 1 pathfinding patch into a light patch instead
of the other pathfinding page.

Fixed that. Hand editting patch master race
2018-10-04 23:31:01 -04:00