Commit Graph

2418 Commits

Author SHA1 Message Date
Aikar d02fb4e971 Entity teleport fix 2016-01-04 00:23:20 -06:00
Zach Brown a55011eb68 Make the duplicate entity UUID warning toggleable 2015-12-28 20:15:28 -06:00
Steve Anton 5063a0613d Add PlayerInitialSpawnEvent 2015-12-22 22:06:43 -06:00
Jedediah Smith 0265f4eaef Fix player leak from entity tracker and item frames
3005a20c5c
2015-12-22 21:55:24 -06:00
Aikar ff621fcb04 EAR: Fix bug with teleporting entities 2015-12-22 18:23:08 -06:00
Zach Brown d709888852 [17:15:29] * Z750 kicks jetbrains right in the scrotum 2015-12-06 17:16:51 -06:00
Zach Brown a7600285a6 Restore a constructor that was removed in EntityFallingBlock 2015-12-06 17:14:41 -06:00
ItsHarry 60136e77fe Also apply the "vanished players don't have rights" patch to Fishing Hook entities. 2015-11-26 19:51:30 -06:00
Aikar 0d986bbce5 Don't create a chunk just to unload it 2015-11-15 19:46:37 -06:00
Aikar a4e0b24594 Don't create region files when checking if a chunk exists 2015-11-15 19:44:34 -06:00
Aikar 61aa4a801b Bump thread count for chunk loading 2015-11-15 19:41:14 -06:00
Aikar fa810f3d47 Don't damage ArmorStands that are already dead 2015-11-15 19:40:53 -06:00
Zach Brown 5be55c33e4 SPIGOT-596: Fix EntityDismountEvent 2015-10-27 22:33:28 -05:00
Zach Brown 4a647dc40b Remove TE/E Removal Optimizations
Causes pistons to eat blocks in certain circumstances, double piston extenders most notably
2015-10-24 02:20:30 -05:00
Aikar 04daf845d4 Update tick limiter removal and TE/E removal optimizations 2015-10-24 02:13:27 -05:00
Aikar c725b9cb96 Implement EMC's optimized entity and tileentity removal 2015-10-16 22:23:28 -05:00
Zach Brown 43c3a7b169 Don't point users at spigotmc when watchdog kills the server 2015-10-16 21:50:04 -05:00
Zach Brown 7d86a674eb Disable spigot tick limiters 2015-10-16 21:43:03 -05:00
Zach Brown 978982edfd Rebuild patch for upstream changes 2015-10-07 21:32:01 -05:00
md_5 6360da3884 Fix incorrect logic in entity tick limiter to match tile entity tick limiter.
Simply a fix to the small performance shortpath.
2015-10-07 21:24:35 -05:00
Aikar 19619f8450 Remove an unused list of TileEntities slowing down removal 2015-10-06 23:36:43 -05:00
Zach Brown 9365b36050 Rebuild patches for upstream changes 2015-10-02 22:58:02 -05:00
md_5 b7124e06be SPIGOT-1208: Don't skip ticks for explosive creepers. 2015-10-02 22:43:17 -05:00
Zach Brown 7aa4900879 Remove our own (outdated) TE handling, for one that's closer to vanilla 2015-09-19 09:34:17 -05:00
Zach Brown ea565eff61 Rebuild patches 2015-09-18 20:44:37 -05:00
vemacs 502ffa0833 Re-add entity/tile entity tick limiters 2015-09-14 20:37:51 -05:00
Zach Brown f243a4024d Remove several broken or unnecessary patches.
Removes PlayerMicroMoveEvent API, the ability to disable the AsyncCatcher, and the TeleportPassengerVehicleWithPlayer patch
2015-09-12 19:57:39 -05:00
Aikar 88826e053a Don't sleep between chunk saves
For some unknown reason, Minecraft is sleeping 10ms between every single chunk being saved to disk.
Under high chunk load/unload activity (lots of movement / teleporting), this causes the chunk unload queue
to build up in size.

This has multiple impacts:
1) Performance of the unload queue itself - The save thread is pretty ineffecient for how it accesses it
   By letting the queue get larger, checking and popping work off the queue can get less performant.
2) Performance of chunk loading - As with #1, chunk loads also have to check this queue when loading
   chunk data so that it doesn't load stale data if new data is pending write to disk.
3) Memory Usage - The entire chunk has been serialized to NBT, and now sits in this queue. This leads to
   elevated memory usage, and then the objects used in the serialization sit around longer than needed,
   resulting in promotion to Old Generation instead of dying young.

If there is work to do, then the thread should be doing its work, and only sleep when it is done.
2015-09-10 15:46:34 -05:00
Aikar c95273f973 Optimize Chunk Saving Memory Allocation and Compression
Minecraft ineffeciently uses OutputStreams by calling .write(int) on the stream.
For Chunks, this is a DeflaterOutputStream, which allocates a single byte EVERY write.

This is causing the server to allocate tons of new byte[1] objects.
Additionally, this is very ineffecient for the Deflate process.

By Buffering Writes the same way it already is Buffering Reads, we will
write to the stream much more effeciently.

Also a more effecient RegionFile zero'ing for new chunks to speed up
new chunk generation.
2015-09-10 15:46:28 -05:00
Zach Brown 1f41387610 Rebuild patches 2015-09-01 20:14:41 -05:00
md_5 ad15d9065d Rebuild patches. 2015-09-01 17:41:42 -05:00
Zach Brown 477b22d36c Use spigot.yml's view distance setting 2015-08-29 03:12:41 -05:00
Techcable 25a137f3a3 Lookup game profiles for users that aren't onine 2015-08-15 14:05:29 -05:00
Byteflux a16e54d332 Re-add Spigot's hopper-check feature 2015-08-13 10:36:58 -07:00
Techcable 6d0a86a9b6 Use the server usercache for player heads 2015-08-11 01:27:37 -05:00
md_5 38a38e00e6 SPIGOT-1117: Barrier blocks are transparent for xray purposes 2015-08-10 19:41:03 -05:00
Zach Brown e786f4635b [23:29:51] <Byteflux> no tacoz 4 clippeh 2015-08-08 23:33:19 -05:00
Byteflux 4021394904 Fix NPE in recheckGaps when using async lighting 2015-08-06 21:44:03 -07:00
Byteflux 4eadccd3e2 Add beds and enderchests to list of collidable blocks 2015-08-05 02:31:55 -07:00
Iceee e12f1faed1 Fix lava/water some times creating air instead of cobblestone 2015-08-04 18:24:39 -07:00
Byteflux bde7f6bbbd Temporarily use getDouble() internally for calls to getFloat() in Paper configs
getFloat() seems to have an issue with reading modified values and always
returns the default value instead. This needs further investigating, but
for now making it use getDouble() internally appears to resolve the issue.
2015-08-04 17:57:17 -07:00
Byteflux 80e87de54f Configurable TNT explosion volume 2015-08-04 17:47:57 -07:00
Byteflux 8ba82c550a Add chests and soul sand to list of types falling blocks can collide with 2015-08-04 17:25:16 -07:00
Byteflux c38e8ec349 Make the recheckGaps method async like other lighting updates 2015-08-04 15:44:54 -07:00
Byteflux eaaf2c2cf3 Optimize getCubes() 2015-08-04 15:25:37 -07:00
Zach Brown 0febdc8b44 Rebuild patches 2015-08-02 01:56:08 -05:00
Melair f08d887fbf Ensure that inactiveTick on EntityItem obeys magic values for age and pickupDelay. 2015-07-31 18:04:11 -05:00
Zach Brown f6fba00cbc Temporarily remove PlayerMicroMoveEvent implementation
Breaks the existing PlayerMoveEvent, to be re-worked soon
2015-07-30 22:47:22 -05:00
Zach Brown 0daad69443 Update for upstream NMS mapping changes 2015-07-30 22:41:53 -05:00
md_5 6a6ecc5d1d Update for latest CraftBukkit changes. 2015-07-30 22:11:20 -05:00