no obviousy bugs caused by this at the moment, but we may need to clean up process to be like
how I use to have it before vanilla did it, and we shouldn't leave this boolean in an invalid state.
While I can't think of any reason to do this except some REALLY weird workflow, I still added a config
to let you save them incase someone runs into issues.
Use at your own risk, we will not waste our time with support
if your server times out and you cant put 2+2 together to
figure out that its because you killed the watchdoge
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.
This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"
API and Event added to control the Auto Replenish feature for players.
Maps used a modified version of rendering to support plugin controlled
imaging on maps. The Craft Map Renderer is much slower than Vanilla,
causing maps in item frames to cause a noticeable hit on server performance.
This updates the map system to not use the Craft system if we detect that no
custom renderers are in use, defaulting to the much simpler Vanilla system.
Additionally, numerous issues to player position tracking on maps has been fixed.
The Player View Distance patch has been screwing with the configured world view distance.
The world a player was created in would set the players view distance, which would be locked to that distance.
Then switching worlds would not give you an updated view distance.
This then caused issues with what view distance the player should have in the chunk map and did not send chunks to the client correctly during movement.
This patch has now been changed to use a -1 default for "default" and will not override view distance until someone has actually used the API to change it.
Allowing only non-zero BlockIterators breaks an API contract explicitly allowing them
(*eyeroll*)
And loading chunks earlier in the TP patch did not resolve the original issue, and now
that it is resolved, shouldn't actually provide any tangible benefits
By default, this logic would loop endlessly trying to fill the world
with entities until it hits the worlds spawn.
This patch will cap the # of attempts to so that the tick does not spend
extra long time on mob spawning
If a plugin hacks into NMS and triggers entity removal, it could
result in an entity being attempted to remove from the chunk twice.
The 2nd pass will return false, as it did not find the entity in the list.
We should not touch entity counts if the entity was not removed, to avoid
going negative.
Spigot drastically altered vanilla mob spawn logic and caused a few issues.
1) Used only spawnable chunks vs entire world for entity counting, resulting in ignoring
other entities in the world, and causing the world to go over its intended limit.
Specially with servers using smaller mob spawn ranges than view distance, as well as affects spawning API
2) Spigot was using 16x16 division instead of vanilla 17x17 division.
Issues got worse in 1.9 due to more chunks being loaded due to 1.9 changes, that fall out
of the monster spawn radius.
This patch returns mob counting to use all loaded chunks, and 17x17 division.
Previous fix for SPIGOT-1903 only applied to world changes, but many other
cases of players been teleporting can cause that same bug. So call it any time
setPosition is called to ensure we never falsely trigger "moved too quickly"
And this commit may be considered evil to some people.
Speaking with Amaranth, his point of his implementation was that most
of the lookups are on loaded chunks, so that code is optimized for that case.
While Long2Object should be faster as a general purpose map,
for MC uses, Amaranth's version should be faster. Will try to benchmark
the 2 at some future.
Should only happen for blocks on the edge that uses neighbors light level
(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
Pathfinder objects are storing references to ChunkCache's, and never cleaning up.
These ChunkCache's then leak other entity objects. Those entity objects then have leaks to their
own chunk cache. A recursive problem....
Clean up the ChunkCache reference after it is done being used.
Many protection plugins would unintentionally trigger chunk loads
by calling .getToBlock() on an unloaded chunk, killing performance.
Simply skip the event call. as CraftBukkit blocks changing the block
of unloaded chunks anyways.
This keeps behavior consistent, vs inconsistent flowing based on plugin triggered loads.
Fires when an Entity decides to start moving to a location.
This is not the same as a move event. This only fires when an entity chooses
to start moving to a location, and allows cancelling that pathfind.
Additionally, only get is supported for now. Unsure if changing target location
is safe to do.
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.
For people who want all chunks to be treated equally, you can disable the timer.
These events will give plugins a reliable way to track every entity that is added
or removed from a world, so that one may always ensure they are in a desired state.
Not sure of any reason a plugin would need to act on a Physics event
for redstone. There is a BlockRedstoneEvent that plugins can also use
for accessing redstone activity.
Defaulting this to false will provide substantial performance improvement
by saving millions of event calls on redstone heavy servers.
The lighting queue spreads out the processing of light updates across
multiple ticks based on how much free time the server has left at the end
of the tick.
getting a loaded chunk is one of the most hottest pieces of code in the game.
Often, getChunkAt is called for the same chunk multiple times in a row, often
from getType();
Optimize this look up by using a Last Access cache.
should be fully working now as I pretty much fell back to existing
methods so anything touching the unloadQueue set should behave correctly.
And maintained NMS Reflection safe change too
While the previous logic was logically correct, some CB API's before
would request a chunk without removing it from the unload queue.
While this is logically wrong, some plugins seem to be causing unload issues.
This change will make anything using that one API that use to not remove from
queue, no longer remove from queue.
Hopefully other activities on the server will touch the chunk if it REALLY is in use.
Use an optimized method to test if a block position meets a desired light level.
This method benefits from returning as soon as the desired light level matches.
Also Optimize Grass more
Mojang included some sanity checks on arguments passed to the BlockData.
This code results in the Hash look up occuring twice per call, one to test if it exists
and another to retrieve the result.
This code should ideally never be hit, unless mojang released a bad build. We can discover bugs with this as furthur code that never expects a null
would then NPE, so it would not result in hidden issues.
This is super hot code, so removing those checks should give decent gains.
Removing chunks from the unload queue when performing chunk lookups is a costly activity.
It drastically slows down server performance as many methods call getChunkAt, resulting in a bandaid
to skip removing chunks from the unload queue.
This patch optimizes the unload queue to instead use a boolean on the Chunk object itself to mark
if the chunk is active, and then insert into a LinkedList queue.
The benefits here is that all chunk unload queue actions are now O(1) constant time.
A LinkedList will never need to resize, and can be removed from in constant time when
used in a queue like method.
We mark the chunk as active in many places that notify it is still being used, so that
when the chunk unload queue reaches that chunk, and sees the chunk became active again,
it will skip it and move to next.