Commit Graph

1237 Commits

Author SHA1 Message Date
Aikar dc772289f8
Fix profile requests being made on offline mode servers
Closes #1076
2018-04-08 12:28:04 -04:00
Shane Freeder 8cca54c0e3
remove warning for custom entities in precreaturespawn (closes #1069)
There can be no survivors.
2018-04-08 01:44:14 +01:00
Shane Freeder 280e8b14ca
revert "Better reloading of pending unload chunks"
This change by spigot ensures that many interactins with chunks,
e.g. getting a list of TEs will cause the chunk to be marked for not
unloading and will block their unload. This is especially true for
servers using Timings (it needs to access the TE list of chunks), or
any plugins which need to access entity/TE lists periodically.
2018-04-08 01:26:37 +01:00
Mark Vainomaa c6ac33816b
Add method to open already placed sign 2018-04-05 06:48:24 +03:00
Zach Brown c178b3931a
Update upstream CB 2018-04-04 21:05:09 -04:00
Zach Brown 4e98da175b
Silly rabbits, eggs are for chickens 2018-04-02 16:30:24 -04:00
Zach Brown 594b647cce
> not even using java8 time API
Gotta get this rocketship up to speed I guess...
2018-03-31 23:30:19 -04:00
Zach Brown 5bad6ba5b6
Easter and April Fools fall on the same day
¯\_(ツ)_/¯
2018-03-31 22:50:11 -04:00
Zach Brown 6f2009754d
Stop explicitly blocking Vanilla Method Profiler
At the time this was re-added, there was concern around how the JIT
would handle the system property that enabled it.

This shouldn't be a problem, and as such we no longer need to block
access to it.

The Vanilla Method Profiler will not provide much to most users however
there is no harm in providing it as an option. For most users, the
recommended and supported method for determining performance issues with
Paper will continue to be Timings.
2018-03-31 14:55:42 -04:00
Shane Freeder d09826faf2
Flag to disable the channel limit
In some enviroments, the channel limit set by spigot can cause issues,
e.g. servers which allow and support the usage of mod packs.

provide an optional flag to disable this check, at your own risk.
2018-03-31 18:56:49 +01:00
Shane Freeder ad2cf784b0
Delay initial ping sent to the client 2018-03-31 15:27:41 +01:00
Shane Freeder fad15a6acc
Update CB/S 2018-03-31 14:30:29 +01:00
Minecrell 16869992a8 Call PaperServerListPingEvent for legacy pings (#1057)
* Make the legacy ping handler more reliable

The Minecraft server often fails to respond to old ("legacy") pings
from old Minecraft versions using the protocol used before the switch
to Netty in Minecraft 1.7.

Due to packet fragmentation[1], we might not have all needed bytes
available when the LegacyPingHandler is called. In this case, it will
run into an error, remove the handler and continue using the modern
protocol.

This is unlikely to happen for the first two revisions of the legacy
ping protocol (used in Minecraft 1.5.x and older) since the request
consists of only one or two bytes, but happens frequently for the
last/third revision introduced in Minecraft 1.6.

It has much larger, variable packet sizes due to the inclusion of
the virtual host (the hostname/port used to connect to the server).

The solution[2] is simple: If we find more than two matching bytes,
we buffer the remaining bytes until we have enough to fully read and
respond to the request.

[1]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h3-11
[2]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h4-13

* Add legacy ping support to PaperServerListPingEvent

Add a new method to StatusClient check if the client is a legacy
client that does not support all of the features provided in the
event.
2018-03-30 13:00:01 -04:00
Minecrell 604192da0c Avoid negative server ping player sample counts. Fixes #1067 (#1068) 2018-03-30 12:53:15 -04:00
Mark Vainomaa aa6c4f29fd Make player data saving configurable (#1063) 2018-03-27 10:45:54 -04:00
Aikar 658eca0c22
Add Setters for ID/Name and add completeByCache for Profile API 2018-03-25 21:50:46 -04:00
Aikar 9b12f54b69
Update upstream 2018-03-25 20:06:44 -04:00
Aikar c00a8a7a2b
Don't try to complete profile on creation from cache, only on complete()
For one, the wrong API was used that would trigger a network call.
2018-03-25 20:05:30 -04:00
Aikar cff8ae9644
Use copies for PlayerProfile in PaperServerList and SkullMeta
Don't want to risk mutating players properties in server list (unlikely, but lets be proper)

and Skull also has a setter API, so that should be used too.
2018-03-22 23:32:55 -04:00
Minecrell e15167251b Add extended PaperServerListPingEvent (#980)
* Drop original implementation for old player sample API

* Add extended PaperServerListPingEvent

Add a new event that extends the original ServerListPingEvent
and allows full control of the response sent to the client.

* Implement deprecated player sample API
2018-03-22 23:19:59 -04:00
Aikar 3f4fa0e839
More improvements to PlayerProfile code
.equals() was wrong
clean up createPlayerProfile code
don't set profile to null if the complete call fails
2018-03-22 21:57:11 -04:00
Aikar b8a672dd94
Fix Profile Textures and expand PlayerProfile .complete() API
I mistakenly thought .complete() also checked for textures, which was not the case

So the logic was not working as desired.

Also some undesired logic paths lead to textures of the logging in player being dropped, forcing
us to always load the textures immediately again on login, leading to rate limits.

Everythings now good

the .complete() api now will default specify to also complete textures, but you may
pass false to it to skip loading textures.
2018-03-22 21:40:57 -04:00
Aikar b29f5c05c1
getPlayerUniqueId API
Gets the unique ID of the player currently known as the specified player name
In Offline Mode, will return an Offline UUID

This is a more performant way to obtain a UUID for a name than loading an OfflinePlayer
2018-03-22 01:41:44 -04:00
Aikar b63ac711e0
Check Profile Cache for PlayerProfile API
This ensures we look up the name for ID only Profiles

If the profile is in the UserCache, we can get those details quickly

This should avoid some unnecessary round trips.

Additionally, handle profiles for offline mode to use offline UUID's
2018-03-22 01:28:22 -04:00
Aikar 75640df894
Fix Dragon Server Crashes
If the dragon tries to find "ground" and hits a hole, or off edge,
it will infinitely keep looking for non air and eventually crash.
2018-03-21 20:55:46 -04:00
Aikar fd54eb21e9
Configurable Unrestricted Signs - Resolves #1054
Bukkit restricts command execution of signs to test if the sender
has permission to run the specified command. This breaks vanilla
maps that use signs to intentionally run as elevated permission.

Bukkit provides an unrestricted advancements setting, so this setting
compliments that one and allows for unrestricted signs.

We still filter sign update packets to strip out commands at edit phase,
however there is no sanity in ever expecting creative mode to not be
able to create signs with any command.

Creative servers should absolutely never enable this.
Non creative servers, enable at own risk!!!
2018-03-21 19:59:54 -04:00
Aikar 723109fa84
Only complete incomplete profiles - Resolves #1053 2018-03-21 19:12:02 -04:00
MiniDigger 9aa5d9ec9b Call PortalCreateEvent for exit portals (#1047) 2018-03-20 14:56:44 -04:00
Brokkonaut 056e5d5953 Add missing registerPlayer in CraftPlayer.showPlayer0 (#1051) 2018-03-20 12:27:00 -04:00
Aikar b4b649122a
Remove the immediate dispatch optimization and adjust thread executors
hopefully will resolve #1049
2018-03-18 20:09:12 -04:00
Aikar c2933f8106
Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.
2018-03-18 12:32:09 -04:00
Aikar fb02c91835
Ability to change PlayerProfile in AsyncPreLoginEvent
This will allow you to change the players name or skin on login.
2018-03-18 11:46:14 -04:00
Aikar e3e257562f
Add PlayerProfile.complete() API to trigger skin lookup 2018-03-18 11:31:32 -04:00
Aikar 242e82f25b
Fix more issues with async scheduler and cancelling pending task
was a race condition, so do need to use the head/parsePending logic still
2018-03-17 14:59:03 -04:00
Aikar 09d1277482
Fix isCurrentlyRunning for sync tasks
Not sure where this would of ever been used, but for correctness sake.
2018-03-17 13:14:44 -04:00
Aikar 26b1519733
check that a task is valid before executing incase it was cancelled elsewhere
also set runners in the short circuit path so we know of the pending task incase its long running
2018-03-17 12:58:27 -04:00
Aikar 7dfbe44247
Improved Async Task Scheduler
The Craft Scheduler still uses the primary thread for task scheduling.
This results in the main thread still having to do work as part of the
dispatching of async tasks.

If plugins make use of lots of async tasks, such as particle emitters
that want to keep the logic off the main thread, the main thread still
receives quite a bit of load from processing all of these queued tasks.

Additionally, resizing and managing the pending entries for all of
these asynchronous tasks takes up time on the main thread too.

This commit replaces the implementation of the scheduler when working
with asynchronous tasks, by forwarding calls to the new scheduler.

The Async Scheduler uses a single thread executor for "management" tasks.
The Management Thread is responsible for all adding and dispatching of
scheduled tasks.

The mainThreadHeartbeat will send a heartbeat task to the management thread
with the currentTick value, so that it can find which tasks to execute.

Scheduling of an async tasks also dispatches a management task, ensuring
that any Queue resizing operation occurs off of the main thread.

The async queue uses a complete separate PriorityQueue, ensuring that resize
operations are decoupled from the sync tasks queue.

Additionally, an optimization was made that if a plugin schedules
a single, non repeating, no delay task, that we immediately dispatch it
to the executor pool instead of scheduling it. This avoids an unnecessary
round trip through the queue, as well as will reduce the size growth of the
queue if a plugin schedules lots of asynchronous tasks.
2018-03-16 23:09:51 -04:00
Aikar 87c48cf19d
explicit, not implicit... oops 2018-03-11 14:21:03 -04:00
Aikar c8027cd453
Disable Implicit Network Manager Flushing
This seems completely pointless, as packet dispatch uses .writeAndFlush.

Things seem to work fine without implicit flushing, but incase issues arise,
provide a System property to re-enable it using improved logic of doing the
flushing on the netty event loop, so it won't do the flush on the main thread.

Renable flushing by passing -Dpaper.implicit-flush=true
2018-03-11 14:15:38 -04:00
Aikar 6b04f82e90
Prevent Frosted Ice from loading/holding chunks 2018-03-10 16:33:49 -05:00
Shane Freeder ddc8a0ae88
Return null instead of players location on EnderChests opened by plugins 2018-03-10 20:26:05 +00:00
Shane Freeder 77229ce7ab
Add OBFHELPER - InventoryEnderChest#getTileEntity 2018-03-10 17:11:51 +00:00
Shane Freeder 9daa9cec93
Fix NPE when getting location from players EnderChest (fixes #1041) 2018-03-10 13:26:49 +00:00
MiniDigger 09692269ca Toggleable player crits, helps mitigate hacked clients. (#1040)
This is a port of https://github.com/PaperMC/Paper/blob/ver/1.8.8/Spigot-Server-Patches/0040-Toggleable-player-crits-helps-mitigate-hacked-client.patch
Also adds me to the MIT list.
2018-03-09 23:14:47 -05:00
Shane Freeder af94fec5af
Fix ItemStack.damage OBFHelper (fixes #1036) 2018-03-08 19:41:00 +00:00
Shane Freeder cdc1dcf02e
Update CB/S 2018-03-08 19:36:35 +00:00
Minecrell ce30be9781 [CI-SKIP] Add Minecrell to MIT list (#1035)
Change email address for some older patches to make it clear that
they are MIT licensed too.
2018-03-08 07:08:21 -08:00
Aikar 933c0ed1af
Fix ProfilePropertyIterator#remove() recursion bug 2018-03-07 21:03:01 -05:00
Gabscap ce16fd74ca [CI-SKIP] Add me (Gabscap) to MIT list
And change my used mail address in patch
2018-03-07 13:58:17 +01:00
Aikar 709d95ae00
Add max-player-auto-save-per-tick setting to spread out saves more
This will force the saves to spread over multiple ticks even when many
players auto save interval is aligned, avoiding spikes on large servers.

Closes #1021
2018-03-04 20:20:27 -05:00
Aikar 34e91b6e40
Rename getOwnerUUID to Tameable#getOwnerUniqueId for consistency
for the @kashike, thanks for adding a server diff to use this name!
2018-02-24 01:17:05 -05:00
Shane Freeder fab6cbe7e7
Update B/CB 2018-02-24 04:03:32 +00:00
Shane Freeder 17e57eb6ce
Extend Player Interact to cover CommandBlocks (@Phoenix616) 2018-02-18 14:39:02 +00:00
Aikar a64aa09862
Ignore AsyncCatcher setting for Command Dispatch, always force sync
Plugins were abusing this to dispatch commands async anyways.

We will no longer check that flag, and force all commands to be ran sync.

Use a different boolean for allowing things go to through on shutdown/restart instead.

Resolves #1004
Resolves #1005
2018-02-15 00:34:58 -05:00
Aikar 84b0287c54
Fix bug with hopper optimizations when amount > 3 - Closes #1011 2018-02-14 21:30:12 -05:00
Aikar 094bb03a37
Optimize Hoppers
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
  However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
2018-02-12 23:26:02 -05:00
Nikita Rudy 91bd6a049c Added options to disable additional ore generation in Mesa and Extreme Hills (#1006) 2018-02-12 19:44:50 -05:00
Shane Freeder c66212c3ce
Update B/CB 2018-02-12 18:04:05 +00:00
Shane Freeder 19b309f63f
Close Structure Window when PlayerInteractEvent is cancelled
This is opened on the client, and so we send a CloseWindow packet
2018-02-12 17:47:26 +00:00
Shane Freeder 89a61a21ef
Update B/CB 2018-02-12 17:37:33 +00:00
Zach Brown 731eab80ed
Fix ArmorStand Item serialization
Broken in 09182f737d
2018-02-01 22:24:37 -05:00
Aikar 9b1ada78c9
Remove warning for custom entities in precreaturespawn, add note to event
We can't fix this. The event will simply not fire for hacky plugins replacing
entity registrations.
2018-01-28 22:50:35 -05:00
Aikar a485501ce4
improve Profile Fill Events early return logic - #997 2018-01-28 19:40:19 -05:00
Zach Brown 09182f737d
Add ArmorStand Item Meta
This is adds basic item meta for armor stands. It does not add all
possible metadata however.

There are armor, hand, and equipment types, as well as position data
that can also be added here. This initial implementation should serve as
a starting point for future additions in this area.

Fixes GH-559
2018-01-27 20:40:42 -05:00
Zach Brown f28f199099
Make push based hoppers imitate vanilla bounds
This is vanilla behavior https://i.imgur.com/zMIpRcQ.png
So we have to allow that sort of thing.

Fixes GH-993
2018-01-26 21:28:34 -05:00
Aikar 388f0e1001
MC-99321 - Dont check for blocked double chest for hoppers etc
This is a source of MAJOR lag for hoppers, as well as a gameplay bug.

This removes the necessity to disable the cat on chest behavior to improve performance.

now performance will be improved even if you have cat chest detection on.
2018-01-24 20:08:58 -05:00
Shane Freeder 212a6811db
Update B/CB 2018-01-24 17:31:43 +00:00
Aikar 845fcb7bd7
Fix build due to IDE inserting bad import 2018-01-21 14:12:54 -05:00
Aikar 8173d569d6
Make PlayerProfile.getProperties mutable
Most other collections returned like this is mutable, lets be consistent.
2018-01-21 14:09:41 -05:00
BillyGalbreath 4d7c516cb4 PlayerAdvancementCriterionGrantEvent (#978) 2018-01-21 13:23:34 -05:00
Aikar 5b72a03bcf
Fill Profile Property Events
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.

If Mojang API does need to be hit, event fire so you can get the results.

This is useful for implementing a ProfileCache for Player Skulls
2018-01-19 00:55:38 -05:00
Aikar f193fdb1ab
Add SkullMeta.setPlayerProfile API
This allows you to create already filled textures on Skulls to avoid texture lookups
which commonly cause rate limit issues with Mojang API
2018-01-19 00:38:49 -05:00
Aikar 531981a1cc
Move ProfileWhitelistVerifyEvent to use new PlayerProfile API
Also update javadocs on lookup events to link the new methods to use
2018-01-19 00:12:03 -05:00
Aikar 18e3bf685c
Update Profile Lookup Events to use new PlayerProfile API 2018-01-19 00:03:09 -05:00
Aikar 71c18fd5c9
Add PlayerProfile API to replace GameProfile
This simply provides the base API to create the objects. Further commits will come that adds
adds usage of this API to existing GameProfile based API's, as well as new API's.
2018-01-18 23:19:30 -05:00
Aikar 2f0e48c89a
Check for missing EntityType for PreCreatureSpawnEvent - Resolves #973 2018-01-15 23:44:21 -05:00
Aikar d5023110eb
Fix "unlimited" max chunk gens per tick setting
hopefully tried to set it to be unlimited in the first place....
2018-01-15 23:43:46 -05:00
Aikar 6068eb129f
PlayerNaturallySpawnCreaturesEvent
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.

Also a highly more effecient way to blanket block spawns in a world
2018-01-14 17:36:24 -05:00
Aikar b98f8232e8
Move definition of fields up 2018-01-14 17:15:27 -05:00
Aikar 6a5948b316
PreCreatureSpawnEvent - Closes #917
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.

Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.

Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.

See: https://github.com/PaperMC/Paper/issues/917
2018-01-14 17:12:13 -05:00
Aikar 7c60dbe814
update upstream for spigot-3764 fix 2018-01-14 16:15:56 -05:00
Aikar 4886fbd3cc
Fix SPIGOT-3764 - Fixes deadlock with Skull Owner changes 2018-01-13 12:29:50 -05:00
Zach Brown e6f92aecf3
Re-add config option for max squid spawn height
Apparently not only do people actually use it, but upstream missed it.
2018-01-11 16:50:27 -06:00
Zach Brown d8c81d20d8
Update upstream B/CB/S 2018-01-10 23:31:19 -06:00
Zach Brown 7c27a2af9c
Update patches that slipped through last 2018-01-05 01:30:03 -06:00
Zach Brown 06818d2dd7
Update upstream CB/S 2018-01-05 00:46:00 -06:00
Zach Brown fc911a20f5
Update upstream B/CB/S 2018-01-04 02:04:31 -06:00
Aikar 13b35536ce
Configurable Max Chunk Gens per Tick
Limit the number of generations that can occur in a single tick, forcing them
to be spread out more.

Defaulting to 10 as an average generation is going to be 3-6ms, which means 10 will
likely cause the server to lose TPS, but constrain how much.

This should result in no noticeable speed reduction in generation for servers not
lagging, and let larger servers reduce this value according to their own desires.
2018-01-01 16:38:34 -05:00
Aikar baeb737366
Configurable Chunks Sends per Tick setting
Vanilla already had this limited, make it configurable.

Limit how much exploration lags the server
2018-01-01 16:36:23 -05:00
Aikar c3432c8d29
Update Upstream 2018-01-01 16:29:33 -05:00
Zach Brown eb0f5adfdc
Update upstream B/CB/S 2017-12-27 22:45:33 -06:00
Shane Freeder c79d824fcd
Provide a system property to set the keepalive limit
add a system property to allow people to tweak how long the server
will wait for a reply. There is a compromise here between lower and higher
values, lower values will mean that dead connections can be closed sooner,
whereas higher values will make this less sensitive to issues such as spikes
from networking or during connections flood of chunk packets on slower clients,
at the cost of dead connections being kept open for longer.
2017-12-24 13:44:41 +00:00
Zach Brown 34731dd04e
Restructure lighting queue runnable handling
Instead of overriding add within the queue, never add runnables to the
queue if the light queue is disabled.

This change is made to make timings reports and stacktraces less
confusing for administrators, who prior to this change, would have seen
the lighting queue referenced in both, regardless of whether or not it
was enabled.

This change should not affect performance, nor is it made with the
intent to.
2017-12-22 15:25:01 -06:00
Aikar fc194dfaae
Ability to apply mending to XP API
This allows plugins that give players the ability to apply the experience
points to the Item Mending formula, which will repair an item instead
of giving the player experience points.

Both an API To standalone mend, and apply mending logic to .giveExp has been added.
2017-12-20 17:50:26 -05:00
Aikar 46394cb8b0
ExperienceOrbMergeEvent
Fired when the server is about to merge 2 experience orbs
Plugins can cancel this if they want to ensure experience orbs do not lose important
metadata such as spawn reason, or conditionally move data from source to target.
2017-12-19 22:57:46 -05:00
Aikar 9f204c2a91
PlayerPickupExperienceEvent
Allows plugins to cancel a player picking up an experience orb
2017-12-19 22:05:16 -05:00
Aikar 2603e833f7
Auto sort enchants on items - Fixes #915
This ensures that enchants are never added in inconsistent order.
The client shows the enchants in a sorted order already

This will auto fix previously created items too on load.
2017-12-19 17:56:13 -05:00
Aikar c208d652b4
ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:46:27 -05:00
Shane Freeder fa204e45f9
Don't blindly send unlit chunks when lighting updates are allowed
Spigot, by default, disables several mechanisms around how chunks are
lit, if ever, which has forced them to always send chunks before vanilla
would consider them ready to send, causing for lots of issues around
lighting glitches.

Shamefully, the amount of work to relight chunks can be detremental
to some servers, meaning that forcibily disabling light updates can
cause major performance issues.

as such, we make a compromise; if this "feature" is disabled, we will
only send chunks which are actually ready to be sent, otherwise, we
will always send chunks.
2017-12-18 07:37:50 +00:00
Shane Freeder 0f97922ebd
Restore broken lighting logic from spigot 2017-12-18 07:35:42 +00:00
Aikar 099911fbd1
Update upstream 2017-12-17 01:34:54 -05:00
Aikar b8833f477c
SPIGOT-3699: Fix cloning banner itemstacks
the banner meta would end up with a shared reference to the patterns
2017-12-15 15:57:15 -05:00
Aikar ad40e694a3
Update upstream 2017-12-09 12:37:09 -05:00
Shane Freeder a693cb21ab
Update B/CB/S 2017-12-05 01:34:10 +00:00
Aikar 70caa048a8
Fix AsyncTabCompleteEvent not setting isCommand 2017-11-29 23:36:31 -05:00
Aikar b02a8b65df
Avoid NPE in PathfinderGoalTempt 2017-11-29 22:19:24 -05:00
Shane Freeder f0e225b526
Fix ClassCastException in tabCompletor (fixes #942) 2017-11-27 16:52:32 +00:00
Aikar 147081d0ff
AsyncTabCompleteEvent
Let plugins be able to control tab completion of commands and chat async.

This will be useful for frameworks like ACF so we can define async safe completion handlers,
and avoid going to main for tab completions.

Especially useful if you need to query a database in order to obtain the results for tab
completion, such as offline players.

Also adds isCommand and getLocation to the sync TabCompleteEvent
2017-11-26 22:05:48 -05:00
Shane Freeder f4e9f4737f
Do not use a snapshot for hoppers
In 1.12, Spigot improved their blockstate implementation to take a full
copy of the TE, this allows for a much better snapshot in that it will
actually retain all of the TE's state, it is a much more expensive
implementation. This is also implicated with their backwards compat
for inventories meaning that accessing of a snapshots inventory of a
placed block will actually access the inventory of the live TE, making
creation of a snapshot redundant if the only intent is to interact with
the TEs inventory.

Hoppers are a horrible hit, every attempt to transfer an ItemStack will
result in two TileEntity snapshots, with two hoppers and a double chest
ontop, I managed to log 380 cases per second where a snapshot would have been
taken in cases where the snapshot is redundant.
2017-11-25 17:39:31 +00:00
Aikar 79f57aa18c
API to get a BlockState without a snapshot
This allows you to get a BlockState without creating a snapshot, operating
on the real tile entity.

This is useful for where performance is needed
2017-11-24 07:28:57 +00:00
Shane Freeder 1912d06613
Update B/CB 2017-11-24 07:14:38 +00:00
Shane Freeder 6c5d4f75ee
Update B/CB 2017-11-20 14:50:30 +00:00
Zach Brown e90dd1b684 Fix view distance API handling on negative values
Prior to this change, if a player was ever set to have a negative view
distance, an attempt to set them back to the default would fail, leading
to them appearing to be stuck in that state.

Now we just interpret that negative value as a "reset" to default.
2017-11-18 21:45:22 -05:00
Shane Freeder 7f12781017
Update B/CB/S 2017-11-18 03:04:21 +00:00
Shane Freeder caec68907d
Update B/CB/S 2017-11-17 09:55:26 +00:00
Shane Freeder 5980496556
use CB BlockState implementations for captured blocks (Fixes #868) 2017-11-16 12:37:52 +00:00
Zach b1c21f10da
Merge pull request #935 from avatarmc/prevent-disconnected-logins
Prevent logins from being processed when the player has disconnected
2017-11-15 22:36:56 -05:00
Zach Brown ac880e00b4
Fix logic for unconditional xp orb merging
Fixes GH-936
2017-11-13 20:30:45 -05:00
killme 6aa7d59b7b Prevent logins from being processed when the player has disconnected 2017-11-13 15:32:20 +01:00
Aikar 7ba9baadca Use <= instead of < for structure patch
Thankfully I randomly think about code and randomly wondered if I used <= or < here, and caught this!

This would of missed some chunks for the structure at the highest X/Z
2017-11-12 18:51:10 -05:00
Aikar 0f2c274998 Improve Structures Checking
Improves performance by keying every chunk thats part of a structure to a hashmap
instead of only the first one.

This allows us to avoid iterating the entire structures value set to see
if a block position is inside of a structure.

This should have pretty decent performance improvement to any standard world
that has been around for a whilewith lots of structures due to ineffeciencies
in how MC stores structures (even unloaded chunks has structured data loaded)
2017-11-11 19:06:45 -05:00
Zach Brown e04bef9785
Add Obfuscation helper for armor change impl
Also alphabetize the importmcdev script... heathens, all of you
2017-11-11 00:07:45 -05:00
pkt77 3438e96192
Add PlayerArmorChangeEvent
Closes GH-928
2017-11-10 23:49:34 -05:00
BillyGalbreath 072d6ec8cb Add configurable max exp value when merging orbs 2017-11-10 23:04:06 -05:00
BillyGalbreath d7039347b0 PlayerAttemptPickupItemEvent additions 2017-11-10 22:49:53 -05:00
Shane Freeder f1e583753f
Merge pull request '#925' from Brokkonaut/NoAttackSoundsFromVanishedPlayers
Send attack SoundEffects only to players who can see the attacker
2017-11-08 16:27:17 +00:00
Shane Freeder 1d03f56bd6
Update B/CB/S 2017-11-08 16:13:57 +00:00
Shane Freeder d1d4f3b465
Revert maven-surefire to prevent a build regression
In some environments, the 2.20.1 version of the maven surefire plugin
can cause builds to fail due to changes in surefire in how it detects
that the forked JVM used for testing is still alive or not.
2017-11-06 23:58:32 +00:00
Brokkonaut d90528ab64 Send attack SoundEffects only to players who can see the attacker 2017-11-02 21:27:29 +01:00
Shane Freeder 4c71520375
allow nerfed mobs to jump again
Entity AI tasks are initialized earlier in recent versions
of MC, this means that the fromMobSpawner has not been set
at the point where AI tasks are initilazed and so the goalFloat
will never be populated.

To rectify this, we can rely on the entity tick checking if
the mob is from a spawner each tick, and just initialize the
field should the paper option be enabled. This saves us from
having to modify the call chain in order to pass the fact that
it was created by a mobSpawner earlier.
2017-10-31 15:35:05 +00:00
Shane Freeder 8381709166
rectify Configurable Cartographer Treasure Maps patch 2017-10-30 13:06:35 +00:00
Brokkonaut 8835dcc6f4
Replace HashSet with fastutil's ObjectOpenHashSet in HashTreeSet
HashSet sometimes uses compareTo() instead of equals() and this breaks the comparison of net.minecraft.server.NextTickListEntry (the only place where HashTreeSet is used).

In this cases duplicate entries could be added to the HashSet of HashTreeSet, because NextTickListEntry.compareTo() does not return 0, even if NextTickListEntry.equals() returns true.

ObjectOpenHashSet never uses compareTo(), so the inconsistencies of NextTickListEntry cause no problems.

Fixes https://github.com/PaperMC/Paper/issues/588
2017-10-29 15:35:16 +00:00
Shane Freeder 23fa02d399
Update B/CB/S 2017-10-29 15:19:21 +00:00
Shane Freeder cdce4486d8
Don't send keepalive logger message if we've already disconnected 2017-10-17 21:40:53 +01:00
kashike 1f2e01ba79 Merge pull request #914 from Minecrell/expose-client-protocol-host
Expose client protocol version and virtual host
2017-10-17 11:03:58 -07:00
Shane Freeder 64ef6a6233
allow keepalive to wait longer for a client response
and also provide a bit more information in the server
logs so we can work out what is going on.
2017-10-16 15:37:17 +01:00
Zach Brown a1ea3785ca
Add command for listing entities in a world
Port of 303a775fc3

Will display a list of all entities in a world, as well as which chunks
they are in. Hopefully, this will make tracking down chunks with lots of
entities easier.

Only real change from the forge version is that instead of dimension
IDs, we accept world names in the form of a string.

/paper entity list - Lists all entities in the player's current world
/paper entity list minecraft:zombie - Lists all zombies in the player's
current world

/paper entity list * world_nether - Lists all entities in the nether
/paper entity list minecraft:ghast world_nether - Lists all ghasts in
the nether
2017-10-15 17:53:49 -04:00
Shane Freeder e9eb9ec7eb
Update CB 2017-10-13 22:07:48 +01:00
Minecrell 1f4d3af169 Expose client protocol version and virtual host 2017-10-12 17:31:36 +02:00
Shane Freeder a6f9074647
Remove lighting patches from spigot that cause more harm than good.
This commit removes two patches from spigot:
please review the patch messages for more information, however;

"Allow Disabling of Random Lighting Updates" potentially leaves chunk light maps in an invalid state, with
how often the server looks at these anyways, this patch really serves a questionable nature, the work is
going to be done, only it's being delayed and allowing the light map to be left in a potentially outdated
state.

"Fix some chunks not being sent to the client" sends chunks before their lighting has been calculated, this
means that the client will recieve chunks before they lighting has been calculated which can cause rendering
artifacts. The original issue around this patch appears to have already been fixed years ago.
2017-10-10 23:27:47 +01:00
Shane Freeder 599d18420d
Update B/CB 2017-10-09 10:15:17 +01:00
Shane Freeder 5d722d4080
Revert keepalive back to 15 seconds 2017-10-09 09:49:12 +01:00
Shane Freeder 4e44c2b38c
Update CB/S 2017-10-07 09:57:38 +01:00
stonar96 524ebe97d7
Anti Xray v2 (#858) 2017-10-06 04:39:34 +01:00
Shane Freeder 0bff7a667d
Fix patch message (off the main thread!)
Don't tired and push!
2017-10-06 04:27:26 +01:00
Shane Freeder 8683f2dbb0
rectify comment derp somebody just to point out 2017-10-05 03:39:51 +01:00
Shane Freeder 45a9b3c847
handle PacketPlayInKeepAlive async
In 1.12.2, Mojang moved the processing of PacketPlayInKeepAlive off the main
thread, while entirely correct for the server, this causes issues with
plugins which are expecting the PlayerQuitEvent on the main thread.

In order to counteract some bad behavior, we will post handling of the
disconnection to the main thread, but leave the actual processing of the packet
on the main thread.
2017-10-05 02:25:41 +01:00
Shane Freeder 30b9b403e2
Update craftbukkit 2017-10-01 01:57:01 +01:00
Zach Brown a8c503b86f Update documentation around PlayerJumpEvent 2017-09-29 14:58:24 -04:00
Zach Brown 7b9c5a7c49 Fix build 2017-09-28 18:55:01 -04:00