Paper/Spigot-Server-Patches/0295-Duplicate-UUID-Resolve-Option.patch

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From 1aa2e1b1e6793a709bf930c2fc4149ebdcbbc2be Mon Sep 17 00:00:00 2001
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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From: Aikar <aikar@aikar.co>
Date: Sat, 21 Jul 2018 14:27:34 -0400
Subject: [PATCH] Duplicate UUID Resolve Option
Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24
which was added all the way back in March of 2016, it was unknown (potentially not at the time)
that an entity might actually change the seed of the random object.
At some point, EntitySquid did start setting the seed. Due to this shared random, this caused
every entity to use a Random object with a predictable seed.
This has caused entities to potentially generate with the same UUID....
Over the years, servers have had entities disappear, but no sign of trouble
because CraftBukkit removed the log lines indicating that something was wrong.
We have fixed the root issue causing duplicate UUID's, however we now have chunk
files full of entities that have the same UUID as another entity!
When these chunks load, the 2nd entity will not be added to the world correctly.
If that chunk loads in a different order in the future, then it will reverse and the
missing one is now the one added to the world and not the other. This results in very
inconsistent entity behavior.
This change allows you to recover any duplicate entity by generating a new UUID for it.
This also lets you delete them instead if you don't want to risk having new entities added to
the world that you previously did not see.
But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options.
It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
index 92acfa6fb8..05509e4fdb 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -454,4 +454,43 @@ public class PaperWorldConfig {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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log("Bed Search Radius: " + bedSearchRadius);
}
}
+
+ public enum DuplicateUUIDMode {
+ SAFE_REGEN, DELETE, NOTHING, WARN
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ }
+ public DuplicateUUIDMode duplicateUUIDMode = DuplicateUUIDMode.SAFE_REGEN;
+ public int duplicateUUIDDeleteRange = 32;
+ private void repairDuplicateUUID() {
+ String desiredMode = getString("duplicate-uuid-resolver", "saferegen").toLowerCase().trim();
+ duplicateUUIDDeleteRange = getInt("duplicate-uuid-saferegen-delete-range", duplicateUUIDDeleteRange);
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ switch (desiredMode.toLowerCase()) {
+ case "regen":
+ case "regenerate":
+ case "saferegen":
+ case "saferegenerate":
+ duplicateUUIDMode = DuplicateUUIDMode.SAFE_REGEN;
+ log("Duplicate UUID Resolve: Regenerate New UUID if distant (Delete likely duplicates within " + duplicateUUIDDeleteRange + " blocks)");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ break;
+ case "remove":
+ case "delete":
+ duplicateUUIDMode = DuplicateUUIDMode.DELETE;
+ log("Duplicate UUID Resolve: Delete Entity");
+ break;
+ case "silent":
+ case "nothing":
+ duplicateUUIDMode = DuplicateUUIDMode.NOTHING;
+ logError("Duplicate UUID Resolve: Do Nothing (no logs) - Warning, may lose indication of bad things happening");
+ break;
+ case "log":
+ case "warn":
+ duplicateUUIDMode = DuplicateUUIDMode.WARN;
+ log("Duplicate UUID Resolve: Warn (do nothing but log it happened, may be spammy)");
+ break;
+ default:
+ duplicateUUIDMode = DuplicateUUIDMode.WARN;
+ logError("Warning: Invalid duplicate-uuid-resolver config " + desiredMode + " - must be one of: regen, delete, nothing, warn");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ log("Duplicate UUID Resolve: Warn (do nothing but log it happened, may be spammy)");
+ break;
+ }
+ }
}
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
index 1c1f39524d..edae53b825 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
@@ -1,5 +1,10 @@
package net.minecraft.server;
+// Paper start
+import com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode;
+import java.util.HashMap;
+import java.util.UUID;
+// Paper end
import com.destroystokyo.paper.exception.ServerInternalException;
import com.google.common.collect.Maps;
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import com.google.common.collect.Queues;
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
@@ -41,6 +46,7 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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public final World world;
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public final Map<HeightMap.Type, HeightMap> heightMap;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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public Long scheduledForUnload; // Paper - delay chunk unloads
+ private static final Logger logger = LogManager.getLogger(); // Paper
public final int locX;
public final int locZ;
private boolean l;
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
@@ -691,6 +697,7 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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if (i != this.locX || j != this.locZ) {
Chunk.d.warn("Wrong location! ({}, {}) should be ({}, {}), {}", i, j, this.locX, this.locZ, entity);
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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entity.die();
+ return; // Paper
}
int k = MathHelper.floor(entity.locY / 16.0D);
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
@@ -879,6 +886,50 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
for (int j = 0; j < i; ++j) {
List<Entity> entityslice = aentityslice[j]; // Spigot
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ // Paper start
+ DuplicateUUIDMode mode = world.paperConfig.duplicateUUIDMode;
+ if (mode == DuplicateUUIDMode.WARN || mode == DuplicateUUIDMode.DELETE || mode == DuplicateUUIDMode.SAFE_REGEN) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ Map<UUID, Entity> thisChunk = new HashMap<>();
+ for (Iterator<Entity> iterator = ((List<Entity>) entityslice).iterator(); iterator.hasNext(); ) {
+ Entity entity = iterator.next();
+ if (entity.dead || entity.valid) continue;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ Entity other = ((WorldServer) world).entitiesByUUID.get(entity.uniqueID);
+ if (other == null || other.dead || world.getEntityUnloadQueue().contains(other)) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ other = thisChunk.get(entity.uniqueID);
+ }
+
+ if (mode == DuplicateUUIDMode.SAFE_REGEN && other != null && !other.dead &&
+ !world.getEntityUnloadQueue().contains(other)
+ && java.util.Objects.equals(other.getSaveID(), entity.getSaveID())
+ && entity.getBukkitEntity().getLocation().distance(other.getBukkitEntity().getLocation()) < world.paperConfig.duplicateUUIDDeleteRange
+ ) {
+ if (World.DEBUG_ENTITIES) logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", deleted entity " + entity + " because it was near the duplicate and likely an actual duplicate. See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
+ entity.die();
+ iterator.remove();
+ continue;
+ }
+ if (other != null && !other.dead) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ switch (mode) {
+ case SAFE_REGEN: {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ entity.setUUID(UUID.randomUUID());
+ if (World.DEBUG_ENTITIES) logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", regenerated UUID for " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ break;
+ }
+ case DELETE: {
+ if (World.DEBUG_ENTITIES) logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", deleted entity " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ entity.die();
+ iterator.remove();
+ break;
+ }
+ default:
+ if (World.DEBUG_ENTITIES) logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", doing nothing to " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
+ break;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
+ }
+ }
+ thisChunk.put(entity.uniqueID, entity);
+ }
+ }
+ // Paper end
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
// CraftBukkit start
List<Entity> toRemove = new LinkedList<>();
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
diff --git a/src/main/java/net/minecraft/server/Entity.java b/src/main/java/net/minecraft/server/Entity.java
index 5701f535e4..e16fd4e5e9 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
--- a/src/main/java/net/minecraft/server/Entity.java
+++ b/src/main/java/net/minecraft/server/Entity.java
@@ -2736,6 +2736,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, Ke
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
});
}
+ public void setUUID(UUID uuid) { a(uuid); } // Paper - OBFHELPER
public void a(UUID uuid) {
this.uniqueID = uuid;
2018-07-21 22:43:00 +02:00
this.au = this.uniqueID.toString();
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
index f3894a8a0d..8a0687a529 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
@@ -70,7 +70,7 @@ public abstract class World implements IEntityAccess, GeneratorAccess, IIBlockAc
}
};
// Spigot end
- protected final Set<Entity> g = com.google.common.collect.Sets.newHashSet(); // Paper
+ protected final Set<Entity> g = com.google.common.collect.Sets.newHashSet(); public Set<Entity> getEntityUnloadQueue() { return g; };// Paper - OBFHELPER
//public final List<TileEntity> tileEntityList = Lists.newArrayList(); // Paper - remove unused list
public final List<TileEntity> tileEntityListTick = Lists.newArrayList();
private final List<TileEntity> c = Lists.newArrayList();
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
index 6d1f70b39e..293818b196 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
@@ -37,7 +37,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
2018-07-21 22:43:00 +02:00
private final MinecraftServer server;
public EntityTracker tracker;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
private final PlayerChunkMap manager;
- private final Map<UUID, Entity> entitiesByUUID = Maps.newHashMap();
+ public final Map<UUID, Entity> entitiesByUUID = Maps.newHashMap(); // Paper
public boolean savingDisabled;
private boolean J;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
private int emptyTime;
@@ -971,7 +971,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
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this.g.remove(entity1);
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
} else {
if (!(entity instanceof EntityHuman)) {
- if (DEBUG_ENTITIES) {
+ if (DEBUG_ENTITIES && entity.world.paperConfig.duplicateUUIDMode != com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode.NOTHING) {
WorldServer.a.error("Keeping entity {} that already exists with UUID {}", entity1, uuid.toString()); // CraftBukkit // Paper
WorldServer.a.error("Deleting duplicate entity {}", entity); // Paper
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
@@ -1002,7 +1002,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
}
2018-07-21 22:43:00 +02:00
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
Entity old = this.entitiesByUUID.put(entity.getUniqueID(), entity);
- if (old != null && old.getId() != entity.getId() && old.valid) {
+ if (old != null && old.getId() != entity.getId() && old.valid && entity.world.paperConfig.duplicateUUIDMode != com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode.NOTHING) {
Logger logger = LogManager.getLogger();
logger.error("Overwrote an existing entity " + old + " with " + entity);
if (DEBUG_ENTITIES) {
--
Updated Upstream (Bukkit/CraftBukkit/Spigot) Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 04:15:55 +01:00
2.20.1
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00