Zach Brown
8ccd31ed38
Water mobs should only spawn in the water
...
Closes GH-199
2016-04-14 18:06:29 -05:00
Zach Brown
da7320fc42
Only check for async callers, do not remove potentially used variables
...
Potentially resolves GH-138
2016-04-14 16:48:52 -05:00
Zach
2924ae631e
Merge pull request #205 from kashike/feature/handshake
...
Add handshake event
2016-04-13 23:10:34 -05:00
kashike
66d3688b39
Add handshake event to allow plugins to handle client handshaking logic themselves
2016-04-13 21:12:57 -07:00
Zach Brown
d07eac31bc
Update bungeecord chat API graduations
2016-04-13 22:21:42 -05:00
Zach Brown
0084b02703
Re-add Configurable Player Collision
...
Nothing to see here, move along
2016-04-13 16:12:44 -05:00
Jedediah Smith
7ab9a51731
Fix some players not being kicked on shutdown
...
Closes GH-8
2016-04-13 16:04:21 -05:00
Jedediah Smith
15cdfc7472
Update SB's affectsSpawning API to use filters
...
Closes GH-169
2016-04-13 16:03:49 -05:00
Aikar
4ee5d3eb31
Configurable Player Collision - Resolves #161
2016-04-13 02:11:40 -04:00
Aikar
d98f9cc5ae
Don't tick Skulls - unused code - Fixes #202
2016-04-13 00:32:05 -04:00
Aikar
e177666bfb
Remove unused World Tile Entity List
...
Massive hit to performance and it is completely unnecessary.
2016-04-13 00:27:38 -04:00
Aikar
3f68b7f930
Update PlayerConnection for all teleportation of players
...
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.
2016-04-12 23:26:42 -04:00
Zach Brown
189235906d
Update upstream
2016-04-12 11:31:54 -05:00
Zach Brown
ef3f6a481a
Update upstreams
2016-04-11 10:30:12 -05:00
Aikar
a0d38c0b55
update MCUtil.cmpFromMessage to use proper JSON
2016-04-11 01:06:28 -04:00
Aikar
8f89e0f84c
SPIGOT-1903: Update PlayerConnection on world change - Fixes #120
2016-04-10 22:36:56 -04:00
Zach Brown
a3358b1915
Ugly workaround for SPIGOT-1915 & GH-114
...
Closes GH-114
2016-04-10 03:24:54 -05:00
Zach Brown
6fc0a013a5
Apply the Ensure inv drag is in bounds patch properly
...
Closes GH-174
2016-04-09 21:33:29 -05:00
Zach Brown
a97fe29d9d
Can't expect others to follow formatting if I don't
2016-04-09 13:54:47 -05:00
Zach Brown
4ed5672cd9
Backport a memory cleanup change from 16w14a
2016-04-09 13:50:56 -05:00
Zach Brown
38d2939ff1
Update upstreams and rebuild
2016-04-08 17:24:26 -05:00
Zach Brown
44a1d43781
Simplify vanilla scoreboard nickname coloring patch
...
Closes GH-195
2016-04-07 17:31:09 -05:00
Zach Brown
6b75dac6f4
Add basic support for using vanilla style, world-based, scoreboard name coloring
...
Closes GH-188
2016-04-06 01:10:26 -05:00
Aikar
11d1937145
Include Redstone Torches in the redstone physics event optimization
2016-04-05 23:20:46 -04:00
Aikar
539e1e024c
Remove Debug checks from DataBits
...
These are super hot and causing noticeable hits
Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png
2016-04-05 21:55:07 -04:00
Aikar
cdd926c1e9
Re-add fastutil map to Chunk map. Amaranth confirmed its faster by 3x
2016-04-05 20:43:11 -04:00
Aikar
8e68f444f1
Fix Nether/End world unloading spawn chunks - Fixes #92
2016-04-05 19:53:30 -04:00
Zach Brown
bce92696c6
Update upstream and rebuild
2016-04-04 09:53:03 -05:00
Aikar
94fd16aa4a
fix keep spawn loaded config
2016-04-03 23:08:13 -04:00
Aikar
62071aad36
Fix errorneous call of EntityDismountEvent
2016-04-03 19:11:25 -04:00
Aikar
d46dec88b4
Fix Cancelling BlockPlaceEvent triggering physics
2016-04-03 17:49:31 -04:00
Aikar
e11a8f0bd5
Configurable Keep Spawn Loaded range per world
...
This lets you disable it for some worlds and lower it for others.
2016-04-03 17:34:38 -04:00
Aikar
47221671ba
Configurable Grass Spread Tick Rate
...
Raise this value to make grass spread slower. Set to 0 to turn off grass spreading all together.
2016-04-03 16:29:39 -04:00
kashike
73fc582824
Fix reducedDebugInfo not initialized on client
2016-04-03 05:09:42 -05:00
Zach Brown
f6782d5738
Rebuild
2016-04-03 05:06:48 -05:00
Zach Brown
d463cc6139
Merge branch 'feature/unknown-use' of https://github.com/kashike/Paper into kashike-feature/unknown-use
2016-04-03 04:52:36 -05:00
Zach Brown
2f79610112
Mark chunk as active if ChunkUnloadEvent is cancelled
...
Potentially related to GH-169
2016-04-03 02:02:06 -05:00
Zach Brown
bb265b967d
We don't need to go fast anymore
2016-04-03 02:00:35 -05:00
kashike
871920f2f5
Add PlayerUseUnknownEntityEvent
2016-04-02 18:10:41 -07:00
Aikar
cd3d8fb27e
Update upstream
2016-04-01 22:08:40 -04:00
DemonWav
2b99b1095e
<~Z750> sex it up for me
2016-04-01 01:59:59 -05:00
Zach Brown
d8c6c41507
gottagofast
2016-04-01 01:33:12 -05:00
Aikar
081420d738
improve implementation of chunk access patch
2016-04-01 00:35:44 -04:00
Aikar
c0e1410682
Fix pom to be compile instead of provided for fastutil
2016-04-01 00:35:21 -04:00
Aikar
c92ce02363
Move fastutil from a patch file to a library, and improve EAR
2016-04-01 00:18:18 -04:00
Aikar
78202f87b7
Remove Long2ObjectHashMap for Chunks
...
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.
2016-03-31 22:17:33 -04:00
Aikar
d03da137f2
Fix isEdgeOfChunk check for MCUtils
2016-03-31 22:17:33 -04:00
Aikar
578af64827
Update upstream for memory leak patch
2016-03-31 21:47:17 -04:00
Aikar
dea2d41b86
Do not load chunks for light checks
...
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.
2016-03-31 19:29:06 -04:00
Aikar
0ba94906ad
Fix Massive Memory Leak
...
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.
2016-03-31 19:08:27 -04:00
Zach Brown
fb52abdf7e
Upstream merge CB, rebuild patch
2016-03-31 12:58:20 -05:00
Zach Brown
582ad801b5
Missed diff, unused config entry, general cleanup
...
cc GH-170
2016-03-30 22:56:30 -05:00
Aikar
3b2d6fd59e
add null check to getEntity API
2016-03-30 21:56:07 -04:00
Aikar
fb74f6dbfd
Use paperclip.properties so CI can work
2016-03-30 21:27:13 -04:00
Aikar
38df6e505c
Paper 1.9.2 Update
2016-03-30 20:50:23 -04:00
Aikar
f051ea2ab3
Use FastUtil Long/Int HashMap's
...
For DataWatcher, swap out plain Integer key HashMap for a Int2ObjectOpenHashMap
For ChunkProviderServer, swap out CB's custom LongHashMap with Long2ObjectOpenHashMap
These collections are super fast as seen
http://java-performance.info/hashmap-overview-jdk-fastutil-goldman-sachs-hppc-koloboke-trove-january-2015/
2016-03-30 09:43:11 -05:00
Zach Brown
a785a9460e
Skip dead entities in getEntity(UUID) API
2016-03-30 09:41:12 -05:00
DemonWav
4bf9c3c177
Add getEntity by UUID API
2016-03-30 01:20:36 -05:00
Zach Brown
d46c56abf0
Put this patch in the patches folder, so it's actually used
2016-03-29 13:56:19 -05:00
Antony Riley
af65eaaa3b
Sanitise RegionFileCache and make cache size configurable.
2016-03-29 19:09:43 +03:00
Fabse
d71444f966
Add a workaround for bugged Minecart drop names
2016-03-28 22:41:27 -05:00
Aikar
48dff29f31
Remove, not invalidate, Metadata on reload
...
Objects loaded over different class loaders are not the same. Nasty dragons lie here.
Also clean up the previous patch to no longer butcher imports.
2016-03-28 22:43:05 -04:00
Aikar
c09424fd33
Prevent Waterflow BlockFromToEvent from loading chunks
...
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.
2016-03-28 22:05:22 -04:00
Aikar
b99e8381ab
EntityPathfindEvent
...
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.
2016-03-28 21:24:45 -04:00
Aikar
9ff01b16ab
Add MCUtils helper
...
This will be used by my next commit. But trying to get the build going
since CI blew up
2016-03-28 21:01:42 -04:00
Aikar
fb3834f805
And AddTo is a different event than RemoveFrom
2016-03-28 20:58:42 -04:00
Aikar
53309e9172
Actually fire those events
2016-03-28 20:57:15 -04:00
Aikar
89c912061b
Configurable Chunk Inhabited Timer
...
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.
2016-03-28 20:47:46 -04:00
Aikar
22b248d631
Entity AddTo/RemoveFrom World Events
...
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.
2016-03-28 20:33:10 -04:00
Aikar
030de0f42a
Update upstream
2016-03-28 20:27:56 -04:00
Aikar
d52a49cfa1
Option to disable BlockPhysicsEvent for Redstone
...
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.
2016-03-28 19:57:13 -04:00
Zach Brown
0363644455
Don't set spawn world in PlayerInitialSpawnEvent
...
Fixes GH-85 and GH-157
2016-03-28 13:00:47 -05:00
Zach Brown
249e52e7a8
Fix player tab list API
2016-03-28 10:41:04 -05:00
Zach Brown
b210aa7dfe
Update upstream B/CB/Spigot and rebuild
2016-03-27 20:48:50 -05:00
Zach Brown
bf877b9a72
Check async spawn chunk check, remove unused variables, GH-159
2016-03-27 20:31:23 -05:00
DemonWav
34973fe898
Add same infi-loop fix to other identical block of code I missed earlier
2016-03-27 05:42:02 -05:00
Zach
5108183346
Merge pull request #153 from kashike/feature/slot
...
Access items by EquipmentSlot
2016-03-27 02:24:12 -05:00
Zach Brown
85ee80938b
Update upstream and rebuild
2016-03-27 01:40:17 -05:00
kashike
eeb64630cd
Access items by EquipmentSlot
2016-03-26 22:23:42 -07:00
DemonWav
ef3d40bf2a
Prevent possible infinite loop in BlockPosition iterator
2016-03-26 22:06:33 -05:00
Gabscap
f356b447b7
Load chunk before player teleport - Fixes #147
2016-03-26 19:05:31 +01:00
Zach Brown
79c54e4434
Pull in ArrowPickupItemEvent and legacy dataconverter fix from SportBukkit
2016-03-26 03:38:02 -05:00
Zach Brown
47b71ea411
Update upstream CB/Spigot
...
cc GH-146
2016-03-26 01:38:02 -05:00
Zach Brown
451ede36cf
Merge upstream changes and rebuild patches
2016-03-25 18:21:38 -05:00
Byteflux
8b76c66f4b
Entity#getOrigin() should return a cloned Location
2016-03-25 09:39:58 -07:00
Byteflux
5bd7a9ab62
Always try to load entity origin location from new NBT tag
2016-03-25 09:32:20 -07:00
Byteflux
ced183982a
Add Entity Origin API
...
This replaces the TNT and Falling Block Source Location API with a more
general purpose API that works with all entities.
2016-03-25 02:24:27 -07:00
Zach Brown
a6a5b12b9e
Re-add TileEntity removal list, fix build
2016-03-25 02:50:56 -05:00
Zach Brown
dab9d40bfd
Update upstream CB
2016-03-25 02:30:39 -05:00
Byteflux
074838e0f3
Fix timings config being removed by another patch
2016-03-24 23:46:53 -07:00
Byteflux
3fd3544a36
Add Lighting Queue
...
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.
2016-03-24 23:38:38 -07:00
Byteflux
1d88720b2c
Relocate Timings v2 patch
2016-03-24 22:04:44 -07:00
Byteflux
2f0866fef0
Fix decompile errors in mc-dev imports patch
2016-03-24 19:57:01 -07:00
Gabscap
a897a66edf
rebuild
2016-03-25 02:23:23 +01:00
Aikar
f5eb0e04bc
rebuild
2016-03-24 20:29:40 -04:00
Zach Brown
7d084c8b67
Update upstream B/CB
...
Remove patch 0099: Pulled into upstream CraftBukkit
2016-03-24 01:39:29 -05:00
Aikar
4b35a6d530
remove blockstate cache patch
2016-03-23 21:19:45 -04:00
Zach Brown
6c16a295b5
Clean up title and tab list patch
...
Remember kids, the Ballmer peak is hard to hit https://xkcd.com/323/
Finally fixes #126 and #94 (I tested, it does, please, really, promise)
2016-03-23 01:05:09 -05:00
Aikar
f794ca4eca
Optimize isValidLocation for inlining - Resolves #123
2016-03-22 23:44:46 -04:00
Aikar
30748518b4
Setting the cache is important to access a cache
2016-03-22 23:44:35 -04:00
Zach Brown
222a306fb9
How does typing work?
...
Closes GH-125
2016-03-22 14:55:42 -05:00
Zach Brown
3f3fc8b6dc
Configurable spawn chances for skeleton horses
...
Closes feature request GH-111
2016-03-22 12:07:34 -05:00
Aikar
06e453017f
rebuild patches
2016-03-22 01:49:52 -04:00
Aikar
e11c563e9f
Optimize Chunk Access
...
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.
2016-03-22 01:48:05 -04:00
Aikar
15dd8f0692
Don't teleport dead entities
...
Had some issue with this in past, and this is the vanilla logic.
Potentially an old CB change that's no longer needed.
2016-03-22 01:48:05 -04:00
Aikar
2e29af3df0
Use a Shared Random for Entities
...
Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created.
2016-03-22 01:48:05 -04:00
Gabscap
6b4b7d300c
Add "Waving banner workaround"
2016-03-22 00:37:00 -05:00
Aikar
17a08203ed
Make Chunk IO Thread Base count configurable
2016-03-21 23:53:04 -04:00
Aikar
816fccea08
Fix skull cache case bug
...
missing cache hits on players with uppercase letters in name
2016-03-21 23:38:24 -04:00
Aikar
9a2f82feca
Cache BlockState for Blocks
...
Improve performance for many plugins that call .getState() multiple
times for things like signs that have to "build" sign data.
2016-03-21 23:38:19 -04:00
Aikar
8d0fbc5c1d
Another attempt at unload queue, including EAR improvements.
...
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
2016-03-21 23:04:38 -04:00
Aikar
646b62a220
Make /reload require typing confirm to actually reload
2016-03-21 21:40:29 -04:00
willies952002
62580304f4
Add Bukkit#reloadPermissions()
...
Fix issues with Paper build #544
2016-03-21 21:29:41 -04:00
Aikar
def021fb9b
fix rebuild patches and rebuild current patches
2016-03-21 20:46:54 -04:00
Daniel Ennis
8616dc012c
Merge pull request #91 from willies952002/feature/permReload
...
Allow Reloading of Custom Permissions - resolves #49
2016-03-21 20:24:27 -04:00
William
869ab5202e
Allow Reloading of Custom Permissions
...
Add the ability to reload the custom permissions file by doing "/reload permissions"
Implements Feature Request: https://github.com/PaperMC/Paper/issues/49
2016-03-21 19:28:52 -04:00
Zach Brown
ca7c627ded
Use singleton in Village class to work around null issue that evades
2016-03-21 10:28:45 -05:00
Zach Brown
836ec9dc1a
Upstream merge Bukkit, update Paperclip
2016-03-21 09:04:19 -05:00
Zach Brown
e2bbf2228d
Support offline mode from the whitelist command
...
Closes GH-79
2016-03-21 00:53:32 -05:00
Zach Brown
ef3a9f1286
Also handle original end case that spawned the issue
...
Final commit for GH-96 if there's any justine in the world
2016-03-20 23:15:37 -05:00
Zach
082e07406f
Merge pull request #118 from Techcable/fix/spigot-title-compatibility
...
Fix backwards compatibility with spigot title api
2016-03-20 22:53:57 -05:00
Techcable
a96fcc9206
Fix backwards compatibility with spigot title api
...
I shouldn't have assumed their api was anything other but a thin (and incomplete) wrapper over the packets.
Fixes #94
2016-03-20 20:46:31 -07:00
Zach Brown
84b54438c1
Only mark player as invulnerable if they're actually changing worlds
...
Fixes GH-96
2016-03-20 22:39:00 -05:00
Zach Brown
537c4994db
Only mark player as invulnerable if they're going to the end
...
cc GH-96
2016-03-20 19:44:49 -05:00
Zach Brown
f01982bf4c
Upstream merge
2016-03-20 16:05:42 -05:00
Daniel Ennis
aa054b6838
Catch Async PlayerChunkMap operations - Fixes #113
2016-03-20 15:25:30 -04:00
Aikar
a1651ffd8e
Disable Chunk Unload Queue Patch for now
2016-03-20 00:54:23 -04:00
Aikar
532e229c28
handle NaN health/absorb values and repair bad data
...
Undoes damage from Damage API bugs
2016-03-20 00:35:02 -04:00
Aikar
480a87933a
Improve chunk unload queue to maintain some previous expectations
...
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.
2016-03-20 00:13:20 -04:00
Zach Brown
6760f394ef
Update upstream and rebuild patches
2016-03-19 20:20:25 -05:00
Zach Brown
924ce8be30
Remove patch pulled upstream and rebuild patches
2016-03-19 17:52:09 -05:00
Zach Brown
9d4a2cf8b3
Patch rebuild
2016-03-19 17:36:53 -05:00
kashike
918e177370
Set health before death event
2016-03-19 17:31:55 -05:00
kashike
3b15da52db
Custom replacement for eaten items
2016-03-19 17:31:06 -05:00
Aikar
ea051e14d1
Fixes #95 - Vanilla bug with Villages
2016-03-19 15:21:39 -04:00
Zach
57aa8b7451
Merge pull request #101 from DemonWav/master
...
Revert Spigot changes to blocking damage code
/me glances at imports
/me will fix later
2016-03-19 12:25:22 -05:00
DemonWav
ba0da2d2dd
Revert Spigot changes to blocking code, fix issue where entities cannot die
2016-03-19 12:20:27 -05:00
Aikar
c331e8978a
Fix chunk unload issues - Resolves #97
2016-03-19 11:29:46 -04:00
Aikar
027eb66188
forgot to rebuild after last light change, another fix
2016-03-19 10:57:22 -04:00
Aikar
afd40e5d12
fix light level check on monsters
2016-03-19 10:45:28 -04:00
Aikar
7c7f8b83ab
Optimized Light Level Comparisons
...
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
2016-03-18 23:55:31 -04:00
Zach Brown
148f3809ca
Re-add comment to navigation patch
2016-03-18 21:41:50 -05:00
Zach Brown
c19e52a63f
Update upstream and rebuild patches
2016-03-18 21:37:58 -05:00
Zach Brown
c909c3b884
Fix furnace cook time bug
2016-03-18 21:32:31 -05:00
Zach Brown
fa8f621d56
Make spawner nerfed mobs float AI toggleable
...
closes GH-57
2016-03-18 21:10:20 -05:00
Zach Brown
52f462d52d
Force potion effect application in BeaconEffectEvent
2016-03-18 20:45:22 -05:00
Aikar
c51bf9d9f3
Optimize BlockStateList/BlockData
...
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.
2016-03-18 19:25:43 -04:00
Aikar
e546c55b6e
Optimize Chunk Unload Queue
...
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.
2016-03-18 18:03:44 -04:00
Zach Brown
310448d4ce
Move config change into config patch
2016-03-18 16:41:26 -05:00
Aikar
fec4578d74
Add comment to Navigation patch on why its done that way
...
to avoid accidently changing it in future and breaking things
2016-03-18 17:12:30 -04:00