Vanilla inserted the alive check so that dead players
could see the chunks around them, but in Folia we do not
remove dead players so chunks will still load for them.
This prevents the client from having chunks in memory it
should not.
The inventory was being cleared by removing the entity
from the world, but Folia changed the remove to be
before the entity copy which caused the new entity
to have a cleared inventory. Fix this by creating
a post-dimension copy callback that will clear
the inventory of the old entity.
Fixes https://github.com/PaperMC/Folia/issues/29
If the player moves out of range by the time the block is destroyed,
then the exception would throw and remove the player from the world
Additionally, when players fail to tick instead of removing
the player from the world, kick them to prevent a limbo state
The MinecraftServer executor will throw, and thanks
to CompletableFuture's awful exception handling
the exception was not logged or handled. Add
exception handling as well.
Fixes https://github.com/PaperMC/Folia/issues/27
The code to stop all brain tasks is required to pass the current
game time to the tasks it stops. But, when a villager is being
portalled, the copied entity does not have any running tasks. So,
we can simply return early before invoking getGameTime if there
are no running tasks.
Fixes https://github.com/PaperMC/Folia/issues/23
Now that there is no on-main task, the completion logic
for the status task is completed with the results passed
by the off-main task. Thus, the chunk system saw a non-null
throwable and assumed a fatal crash. The old on-main task
did not pass the throwable through in this case, which allowed
the chunk to re-generate.
Fixes https://github.com/PaperMC/Folia/issues/7
Before, it returned the center chunk section. Also, now instead
of approximating the center chunk from the allocated sections,
actually retrieve all chunks inside the region directly.
Now, entity/global/location schedulers implement a generic run,
runDelayed, and runAtFixedRate methods that provide a ScheduledTask
value that can be used to interact with the scheduled task.
Add also an async task scheduler that implements the same methods,
except the delays/periods are in time and not ticks, as the scheduler
is independent of the server tick process.
Additionally, throw on some unimplemented APIs now.
Mid-tick task execution acquires the ticket lock at least,
which can possibly be a significant performance bottleneck
at a high tick thread + region count. This change should reduce
the impact from scaling the region threads, but is not a fix
to the underlying issue.
The concurrent access occurred in the region merge/split logic,
as it did not own the ticket lock. To resolve this, we simply
make the ticket add/remove acquire the read lock of
the region lock.
Sometimes a region is empty, but only when the threaded regioniser
crashes. So, it should not prevent shutdown.
Additionally, only remove pending teleports after setting the
current region.
This will prevent a race condition where the region is cancelled
and immediately re-scheduled, and where this all happens while
the tick thread is blocking on tryMarkTicking.
Everyone had access to /tps for the private tests, but we cannot
trust everyone to use it responsibly for the public test
(i.e revealing coordinates of all logged in players).
In the case that the entity has a null callback, it means the
entity has not been added to the world - so, we should treat
it the same as entity#isRemoved.
This may be useful for plugins which want to perform operations
over large areas outside of the buffer zone provided by the
regionaliser, as it is not guaranteed that anything outside
of the buffer zone is owned. Then, the plugins may use
the schedulers depending on the result of the ownership
check.
This event allows plugins to perform synchronous operations before
any region will tick. Plugins will not have to worry about the
possibility of a region ticking in parallel while listening
to the event.
- Add thread check for loadChunk
- Make isChunkGenerated use the region task queue to schedule
to "main"
- Don't complete async chunk future if not in the owning thread
for the chunk
Plugins must add "folia-supported: true" to their plugin.yml
otherwise the server will refuse to load them.
Since Folia is a major breakage for plugins, the vast majority
of plugins will not function correctly on Folia. To prevent
user confusion from this, we will refuse to load the plugin
and provide a log indicating why - which will be much
more helpful than some random error log caused by
a breakage.
The generics pose a problem, and the parameter passed to the
Consumer is not needed in API.
Additionally, stop trying to cancel Bukkit scheduler tasks on
plugin disable as the Bukkit scheduler does not work.
We should only iterate over the local region's entities, not the
global entity list to set up the spawner state, as everything else
about the spawner state (player count / chunk count) is regionised.
Additionally, move the last spawner state to regionised state so that
paper mobcaps command functions as expected.