Fixes falling dragon eggs in lazy chunks fall to the block below the last empty block and replacing that block with them.
See also https://bugs.mojang.com/browse/MC-94186
Spigot is manipulating the Travel Agents canCreatePortal, but forgot to reset it on cancel
This causes nether portals to not be generated if the event is ever cancelled
Gets the Display name as seen in the Client.
Currently the server only supports the English language. To override this,
You must replace the language file embedded in the server jar.
This will take a Bukkit ItemStack and run it through any conversions a server process would perform on it,
to ensure it meets latest minecraft expectations.
Not all horses with Saddles have armor. This lets us break up the horses with saddles
and access their saddle state separately from an interface shared with Armor.
In Java 8u141 (1.8.0_141-b15) and newer, the
com.sun.management.HotSpotDiagnostic::dumpHeap API has changed and now
requires all heap dumps to end with the .hprof file extension.
Before this change, servers running 8u141 would be unable to perform a
heap dump.
For more information, please see the official release notes of Java 8
Update 141, linked below.
http://www.oracle.com/technetwork/java/javase/8u141-relnotes-3720385.html
To dump the server heap, run the following command:
`/paper heap`
This is added with the intent that it is useful for administrators and
developers to more easily identify and resolve memory leaks. Both by examining
these dumps themselves and by more easily allowing them to send them to
knowledgable parties.
This is a nearly line-for-line port of the same Sponge feature. So all
credit for the idea and implementation belongs to the that team.
Specifically the following commits:
be08be04b05e10a1b795
763827668e
Was done incorrectly and is now causing level desyncs to client.
Always send current level to the client, and instead make setWindowProperty set the level.
Messages written to System.out are automatically redirected to the
root logger by CraftBukkit. However, before the messages reach the
logger, they are encoded and later decoded again using the standard
system encoding.
On some systems (e.g. FreeBSD), the standard system encoding is
US-ASCII by default, which doesn't support the section sign (§) that
is used for the color codes. Consequently, they will never reach
the formatter that translates them into ANSI escape codes.
There is no reason to write these messages to System.out - it just
adds additional overhead and the encoding problems. We can just log
the messages directly with the root logger.
Adds a Pre Lookup Event and a Post Lookup Event so that plugins may prefill in profile data, and cache the responses from
profiles that had to be looked up.
There is usually no reason to stop reading from the console, so
preventing console input after EOT can be extremely confusing.
To prevent this, we can simply ignore the exception thrown by
JLine and continue reading normally.
It was originally added in Bukkit/CraftBukkit@6aafe7c5a1 as a
workaround for BUKKIT-4956 to fix console output on Windows.
I believe the original issue was related to LOG4J2-965 and fixed
in apache/logging-log4j2@d04659c. Minecraft 1.12 finally updated
the Log4J version so this issue is no longer present.
Console output is still working fine on Windows after removing this.
Rewrite console improvements (console colors, tab completion,
persistent input line, ...) using JLine 3.x and TerminalConsoleAppender.
New features:
- Support console colors for Vanilla commands
- Add console colors for warnings and errors
- Server can now be turned off safely using CTRL + C. JLine catches
the signal and the implementation shuts down the server cleanly.
- Support console colors and persistent input line when running in
IntelliJ IDEA
Other changes:
- Update JLine to 3.3.1 (from 2.12.1)
- Server starts 1-2 seconds faster thanks to optimizations in Log4j
configuration
When enabled, Parrots will not fly off of a player's shoulder everytime
they change Y level, touch water, sneeze, etc.
Instead, a player must toggle shift to "shake" the parrots off.
CraftBukkit removed their implementation that caused this issue,
switching to Mojang's implementation which doesn't appear to share it. I
already removed the important bit in the last upstream merge, this is
just unused and unnecessary now. So we remove it.
Spigot has patched this issue inside MapIcon, meaning that we no longer need to maintain this patch; Spigots patch also fixes#668 in that it will verify the length of the array, as well as protect against a negative type value being fetched from the array. Only real change is that Spigots patch returns a MapIcon.Type.PLAYER, instead of the RED_MARKER as originally PR'd by Aikar.
Currently, when a player dies they are not automatically ejected from the entity they are riding, which allows
for the ridden entity to affect the players location on respawn (we're still riding it for a part of a tick), as well as allows a dupe to occur with the ridden entity teleporting to the new world with the player
Adds /paper command for reloading the paper config.
Closes GH-639
Per-world config logging has been removed in favor of all or nothing
logging for all paper settings. I don't believe it was used enough to
warrant maintaining. If this is not the case it should be possible to
re-add it.
Also add "commands" to Tab Completion
Note: This required a signature change to Bukkit#reloadCommandAliases() so that it returns a boolean based on if the command aliases reloaded or not.
Someone wrote some horrible code that throws a world accessing task
onto the HTTP DOWNLOADER Thread Pool, for an activity that is not even
heavy enough to warrant async operation.
This then triggers async chunk loads!
What in the hell were you thinking?
I have not once ever seen this system help debug a crash.
One report of a suspected memory leak with the system.
This adds additional overhead to asynchronous task dispatching
Finally made timings accept "Callback style" reports, so plugins
can listen for when the report is done.
Added new Util interfaces, MessageCommandSender and BufferedCommandSender
This restores and improves using RCON to generate timings reports
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens
This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.
You can set this to 0 to disable collisions.
Spigot rebrought this back after it was removed for years due to the performance hit.
It is unknown if the JIT will optimize it out as effeciently with how it was
added, so we do not want any risk of performance degredation.
Paper has a proper Timings system that makes the Vanilla Method profiler obsolete and inferior.
We have long been receiving feedback about our warning messages when
excessive velocities are set on entities. We have, for the most part,
ignored much of this feedback because these warnings can be vital in
identifying the cause of a watchdog crash. These crashes would otherwise
be more difficult to identify without this information.
However, in many cases these warnings are unnecessarily verbose as the
server handles these excessive sets itself without user intervention.
As a compromise, we will only warn the user as part of a watchdog crash
log, and we will only include the most recent occurrence. This commit
represents a first effort on this front. It may need to be tweaked later
to provide more relevant information, such as the time it occurred,
and/or not printing the warning at all if the occurrence was a certain
time period ago.
The client is improperly sending Item Name Packets to the server BEFORE
the click event. This causes the server to reset before the click event is processed
This breaks the ability to rename more than 1 item at a time.
See: https://bugs.mojang.com/browse/MC-111699
Spigot did not copy our version, and their version is not 100% correct.
The current state results in item meta and damage data value conversions clashing for control
For example on a horse egg, on itemstack creation, the 100 Damage is converted to 0 and sets EntityTag
SetItemMeta then drops the previous NBTTagCompound and makes a new one, which has no EntityType associated
to it as the previous stack had no metadata.
This change makes it so that itemstack conversion is delayed until after meta applies
Pretty much restores our previous implementation before Spigot tried to resolve it.
player.getVehicle() was returning null during the event. Paper had added lots of code to
cause the player to remount the entity on cancel.
I've simplified the diff and made player.getVehicle() work during the event by setting the
vehicle back during the event, and only set it to null if the event is not cancelled.
Take same approach we did for chunks, and only save player if its been X time since last save,
instead of doing it all in 1 tick.
This is even more helpful considering Player Saving is done sync for File IO.
per: 01cf3186bd (commitcomment-20268968)
The break may of been skipping attempts at valid chunks. I thought break was the right abort, but maybe it is not.
Missed diff from old patch file was causing lava to always move at the
faster 'nether' speed, ignoring the slower overworld speed entirely.
This is why we use obfuscation helpers now.
Fixes GH-521
Every call to .isEmpty() made a horribly wasteful map lookup just to get the
reference to the Air Item for checking.
We will now cache a copy of that item
Allow configuring for cartographers to return the same map location
Also allow turning off treasure maps all together as they can eat up Map ID's
which are limited in quantity.
Make it so a Treasure Map does not target a structure outside of the
World Border, where players are not even able to reach.
This also would help the case where a players close to the border, and one
that is outside happens to be closer, but unreachable, yet another reachable
one is in border that would of been missed.
Ultimately they should be unnecessary now that upstream's fix has been
in place for a while. Removing this reduces our own footprint, and gets
rid of any possible unintended behavior.
The default limit is possible to hit with 50 page books with color codes, causing clients to disconnect.
Bump the limit up a hair to above currently seen sizes.
ItemMeta apply is a destructive process that expects to be the authority on
what the items NBT data is.
When CraftItemStack.asNMSCopy was called, the conversion ran, potentially setting
the converted data into the ItemStacks tag.
Then if that item had ItemMeta, it would completely undo that conversion by
erasing the NBT Tag.
On copy, run conversion post ItemMeta apply.
Makes Auto Save Rate setting configurable per-world. If the auto save rate is left -1, the global bukkit.yml value will be used.
Process auto save every tick instead of once per auto tick interval, so that chunk saves will distribute over many ticks instead of all at once.
Re-introduce a cap per tick for auto save (Spigot disabled the vanilla cap) and make it configurable.
More appropriately aligns ourself with the no team option, because the
collideRule team is only a team because it has to be, not because we want
anyone to have any sort of gameplay based relationship.
Also block any options from being set on this team to further enforce that
it is not a persistent team and should not be treated as such.
Servers behind a bungeecord proxy in offline mode
will now properly pull offline mode UUIDs and data
when this setting is set to false. Default is unchanged.
While the option remains a powerful tool we recommend everyone use, 30s is
proving to be a bit much for certain gametypes and many admins are confused
that after updating they are now facing extreme loaded chunk counts.
We do recommend experienced users configure this value as needed, but we
cannot keep it as a default option given the variety of gametypes, the
potential inexperience of new users, and previous users upgrading and
now facing extreme chunk counts that offer little benefit.
1) Sign loading code was trying to parse the JSON before the check for oldSign.
That code could then skip the old sign converting code if it triggers a JSON parse exception.
2) New Mojang Schematic system has Tile Entities in the new converted format, but missing the Bukkit.isConverted flag
This causes Igloos and such to render broken signs. We fix this by ignoring sign conversion for Defined Structures
Vanilla will double add Spider Jockeys to the world, so ignore already added.
Also add debug if something else tries to, and abort before world gets bad state
Some pretty micro optimizations, but this is the hottest method in the server....
This will drastically reduce number of operations to perform getType
the 2 previous patches was squashed into 1
When players are moving in the world, doing things such as building or exploring,
they will commonly go back and forth in a small area. This causes a ton of chunk load
and unload activity on the edge chunks of their view distance.
A simple back and forth movement in 6 blocks could spam a chunk to thrash a
loading and unload cycle over and over again.
This is very wasteful. This system introduces a delay of inactivity on a chunk
before it actually unloads, which is maintained separately from ChunkGC.
This allows servers with smaller worlds who do less long distance exploring to stop
wasting cpu cycles on saving/unloading/reloading chunks repeatedly.
Workaround for GH-189
Relocation breaks the lookup of a resource bundle, and this is easier than forking and maintaining our own version
AFAIK this should be fine to do. Guess we'll see
I misread the code and thought the code kept looping until the mob spawn cap was hit.
Upon furthur review, this is not true, so this patch doesn't do anything sane.