Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Andrew Steinborn <git@steinborn.me>
Date: Mon, 26 Jul 2021 02:15:17 -0400
Subject: [PATCH] Use Velocity compression and cipher natives
diff --git a/build.gradle.kts b/build.gradle.kts
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
6680169e [#660/Enum] Merge remote-tracking branch 'origin/pr/660' into experimental
8b97f215 Add missing AbstractTestingBase extension
9f21f42b [#660/Enum] Merge remote-tracking branch 'origin/pr/660' into experimental
fb59a4a0 Create experimental version
a7c1393b Merge branch 'master' into enums-to-registers
1af01165 Merge branch 'master' into enums-to-registers
4ee82e4e Implement feedback
af8ffd60 Merge branch 'master' into enums-to-registers
6a8ea63f Updated to 1.20
22ae9ebc Merge branch 'master' into enums-to-registers
b1d669be Some clean up
685d812e Merge branch 'master' into enums-to-registers
00d778c7 Convert MusicInstrument
bba2eb5f Convert GameEvent
ffbf67a1 Convert PotionType
eacaa45d Convert Particle
d08d21d1 Convert PatternType
c6b51f7c Convert Cat type
af6c2987 Make missing Frog variant abstract
a67a5f5c Add missing Annotation
6ab21c50 Change how converting from / to BlockType and ItemType work
e3e84e69 Add Objects.requireNonNull so that there are not marked as nullable
fceddab5 Add missing deprecation
e91906f5 Don't convert legacy in register instead, only in required method
2200b334 Use static constructors for ItemStack
b5f483b0 Deprecated Material
a995df2a Fix typo getItemTyp
9cedb664 import ItemType
27e282b2 getSteerItemType -> getSteerItem
d8d0e43b Better Piglin method names
3a2ab399 BLOCK_TYPE -> BLOCK, ITEM_TYPE -> ITEM
a0eb63ac Interface it is
4bb0b646 Split Material into BlockType and ItemType
b6bfcff5 Merge branch 'master' into enums-to-registers
1f86c847 Updated to Mockito 5.3.1
280ee1f7 Fix merge, updated to 1.19.4
9e0c7ad5 Merge branch 'master' into enums-to-registers
fdbed698 Updated to 1.19.3
85c3e2d3 Merge branch 'master' into enums-to-registers
b2c390af Fix merge
4e405647 Merge branch 'master' into enums-to-registers
d01b4c90 Fix copy/paste
ba2c8cb1 Update to 1.19
7e4f2db2 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
a1a974f0 Fix merge
7d3a91d3 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
499e22d9 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
a0cf419f Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
d5bd36a2 Fix / Implement merge changes
fe643952 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
cf1d2005 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
f18dce93 Make Statistic abstract
bbe3f791 Fix 1.18 merge Handle comment out test cases
0988647e Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
6e4f2c50 Populated BlockType and ItemType
7a58144d Convert Material enum, midpoint push, it compiles and runs
4771132c Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
e6b179ff Convert Material enum, midpoint push to merge BlockState changes
f33b85a0 Change other enums / classes.
8b0d5418 Create seperat OldEnum class, which holds common enum methods.
45544426 Change Enums to classes to easier handle none standart minecraft values
CraftBukkit Changes:
8969b32d0 [#931/Enum] Merge remote-tracking branch 'origin/pr/931' into experimental
222257a67 Add missing AbstractTestingBase extension
0480af399 [#931/Enum] Merge remote-tracking branch 'origin/pr/931' into experimental
1afa1ddc2 Create experimental version
00780ea51 Ignore FactoryItemMaterialTest test
676969d01 SPIGOT-7389: Handle setting null items in ChiseledBookshelf Inventory
84f10cc36 Fix merge
9e114e13e Merge branch 'master' into enums-to-registers
941787e24 Add missing Commodore for 1.20 updated
6dac9a12d Updated tests
737426398 Only allow reference holder
aaaa5fa88 Merge branch 'master' into enums-to-registers
74957eb99 Merge branch 'master' into enums-to-registers
a1ca4e870 Merge branch 'master' into enums-to-registers
f293f4a61 Updated to 1.20
b434b3d15 Merge branch 'master' into enums-to-registers
e99dcbda7 Some clean up
fcead8aed Use correct primitive class
e955d9c50 Fix some Commodore errors
af5526ebb Allow Material to support older plugins
b83afd643 Add rewrite for Google enum set methods
067323765 Add missing method replacement in dynamic invocation
63e17e631 Merge branch 'master' into enums-to-registers
26dfcacf8 Bad copy and past
d50c9bd6a Convert MusicInstrument
c0c5312db Convert GameEvent
39daffe2c Convert PotionType
9b974f832 Convert Particle
f528fca63 Convert PatternType
525c65006 Convert Cat type
6832b8fbb More consistent to / from bukkit / minecraft methods
d31e38e16 Make missing Frog variant abstract
e4f0e7d8e This shouldn't be committed
6fee81baa Add Commodore for EnumSet
82a668683 Fix hasItemType / getItemType
f70162d66 Change how converting from / to BlockType and ItemType work
c3f7c7886 Don't convert legacy in register instead, only in required method
2039e05fa Use static constructors for ItemStack
fe221578b More Commodore
2b70bd171 More Commodore
70f4a89f5 Fix some Commodore
06544ed4b Fix typo getItemTyp
6269d2e42 getSteerItemType -> getSteerItem
a19ac46c0 Better Piglin method names
eef5f52c6 BLOCK_TYPE -> BLOCK, ITEM_TYPE -> ITEM
bbaff1348 Interface it is
c39e1316c Finish Commodore action for Material split
dd8552105 Work on Commodore
1d4ef8bf2 Split Material into BlockType and ItemType
6c5a98220 Merge branch 'master' into enums-to-registers
869658a96 Handle Material calls in lambda expression
523ac4ac0 Add reroute for Class#getEnumConstants
0a4463279 Use extra method for getting registry
602d9b404 Updated to Mockito 5.3.1
8ff87b77d Fix merge, updated to 1.19.4
9d739d313 Merge branch 'master' into enums-to-registers
eb6f702ff Reduce usage of BuiltInRegistries
b6f667cac Some more asm compatibility changes, add config option
87c931d38 Handle enum maps
a2c6699db Updated to 1.19.3
f7c27584f Merge branch 'master' into enums-to-registers
2f95b9951 Fix merge
184b05740 Merge branch 'master' into enums-to-registers
12bd8de26 Updated to 1.19
9c57831b7 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
4ed8eb402 Fix merge
a9faac8e4 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
0d2988603 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
3f8f9557d Fix merge, updated to 1.18.2
1560490c6 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
a0e4eb12c Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
8b59f682d Move getType method to CraftEntity class
b849c0147 Add missing patches
4644ba79f Fix / Implement merge changes
cf9ee732e Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
0c9125b67 Use Tag where possible
cc05153d9 Cache interactable call
ab5cc36de Use getHandle
83ebf4114 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
bc20aea0c Make Statistic abstract
3faa7e135 Add Tests for Material BlockType and ItemType
e10f74365 Fix 1.18 merge Handle comment out test cases
f72f70ec4 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
dbf4f5b7e Populated BlockType and ItemType
015afc1bc Convert Material enum, midpoint push, it compiles and runs
cc0112866 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
e26742c59 Convert Material enum, midpoint push to merge BlockState changes
796ad9295 Fix bug in legacy naming converting.
199c8278c Change other enums / classes.
fd513652a Seperated custom biome value handling. Fix compareTo call.
60c71ce07 Change Enums to classes to easier handle none standart minecraft values
Spigot Changes:
addcf45f [Enum] Rebuild patches
2023-06-20 18:40:14 +02:00
index 338d35cafb42dfc042bd9eb7a2c6303fc38f1208..b695b2364d030717b70a7c3bd0b072ca8a0702f0 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/build.gradle.kts
+++ b/build.gradle.kts
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
6680169e [#660/Enum] Merge remote-tracking branch 'origin/pr/660' into experimental
8b97f215 Add missing AbstractTestingBase extension
9f21f42b [#660/Enum] Merge remote-tracking branch 'origin/pr/660' into experimental
fb59a4a0 Create experimental version
a7c1393b Merge branch 'master' into enums-to-registers
1af01165 Merge branch 'master' into enums-to-registers
4ee82e4e Implement feedback
af8ffd60 Merge branch 'master' into enums-to-registers
6a8ea63f Updated to 1.20
22ae9ebc Merge branch 'master' into enums-to-registers
b1d669be Some clean up
685d812e Merge branch 'master' into enums-to-registers
00d778c7 Convert MusicInstrument
bba2eb5f Convert GameEvent
ffbf67a1 Convert PotionType
eacaa45d Convert Particle
d08d21d1 Convert PatternType
c6b51f7c Convert Cat type
af6c2987 Make missing Frog variant abstract
a67a5f5c Add missing Annotation
6ab21c50 Change how converting from / to BlockType and ItemType work
e3e84e69 Add Objects.requireNonNull so that there are not marked as nullable
fceddab5 Add missing deprecation
e91906f5 Don't convert legacy in register instead, only in required method
2200b334 Use static constructors for ItemStack
b5f483b0 Deprecated Material
a995df2a Fix typo getItemTyp
9cedb664 import ItemType
27e282b2 getSteerItemType -> getSteerItem
d8d0e43b Better Piglin method names
3a2ab399 BLOCK_TYPE -> BLOCK, ITEM_TYPE -> ITEM
a0eb63ac Interface it is
4bb0b646 Split Material into BlockType and ItemType
b6bfcff5 Merge branch 'master' into enums-to-registers
1f86c847 Updated to Mockito 5.3.1
280ee1f7 Fix merge, updated to 1.19.4
9e0c7ad5 Merge branch 'master' into enums-to-registers
fdbed698 Updated to 1.19.3
85c3e2d3 Merge branch 'master' into enums-to-registers
b2c390af Fix merge
4e405647 Merge branch 'master' into enums-to-registers
d01b4c90 Fix copy/paste
ba2c8cb1 Update to 1.19
7e4f2db2 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
a1a974f0 Fix merge
7d3a91d3 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
499e22d9 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
a0cf419f Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
d5bd36a2 Fix / Implement merge changes
fe643952 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
cf1d2005 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
f18dce93 Make Statistic abstract
bbe3f791 Fix 1.18 merge Handle comment out test cases
0988647e Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
6e4f2c50 Populated BlockType and ItemType
7a58144d Convert Material enum, midpoint push, it compiles and runs
4771132c Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/bukkit into enums-to-registers
e6b179ff Convert Material enum, midpoint push to merge BlockState changes
f33b85a0 Change other enums / classes.
8b0d5418 Create seperat OldEnum class, which holds common enum methods.
45544426 Change Enums to classes to easier handle none standart minecraft values
CraftBukkit Changes:
8969b32d0 [#931/Enum] Merge remote-tracking branch 'origin/pr/931' into experimental
222257a67 Add missing AbstractTestingBase extension
0480af399 [#931/Enum] Merge remote-tracking branch 'origin/pr/931' into experimental
1afa1ddc2 Create experimental version
00780ea51 Ignore FactoryItemMaterialTest test
676969d01 SPIGOT-7389: Handle setting null items in ChiseledBookshelf Inventory
84f10cc36 Fix merge
9e114e13e Merge branch 'master' into enums-to-registers
941787e24 Add missing Commodore for 1.20 updated
6dac9a12d Updated tests
737426398 Only allow reference holder
aaaa5fa88 Merge branch 'master' into enums-to-registers
74957eb99 Merge branch 'master' into enums-to-registers
a1ca4e870 Merge branch 'master' into enums-to-registers
f293f4a61 Updated to 1.20
b434b3d15 Merge branch 'master' into enums-to-registers
e99dcbda7 Some clean up
fcead8aed Use correct primitive class
e955d9c50 Fix some Commodore errors
af5526ebb Allow Material to support older plugins
b83afd643 Add rewrite for Google enum set methods
067323765 Add missing method replacement in dynamic invocation
63e17e631 Merge branch 'master' into enums-to-registers
26dfcacf8 Bad copy and past
d50c9bd6a Convert MusicInstrument
c0c5312db Convert GameEvent
39daffe2c Convert PotionType
9b974f832 Convert Particle
f528fca63 Convert PatternType
525c65006 Convert Cat type
6832b8fbb More consistent to / from bukkit / minecraft methods
d31e38e16 Make missing Frog variant abstract
e4f0e7d8e This shouldn't be committed
6fee81baa Add Commodore for EnumSet
82a668683 Fix hasItemType / getItemType
f70162d66 Change how converting from / to BlockType and ItemType work
c3f7c7886 Don't convert legacy in register instead, only in required method
2039e05fa Use static constructors for ItemStack
fe221578b More Commodore
2b70bd171 More Commodore
70f4a89f5 Fix some Commodore
06544ed4b Fix typo getItemTyp
6269d2e42 getSteerItemType -> getSteerItem
a19ac46c0 Better Piglin method names
eef5f52c6 BLOCK_TYPE -> BLOCK, ITEM_TYPE -> ITEM
bbaff1348 Interface it is
c39e1316c Finish Commodore action for Material split
dd8552105 Work on Commodore
1d4ef8bf2 Split Material into BlockType and ItemType
6c5a98220 Merge branch 'master' into enums-to-registers
869658a96 Handle Material calls in lambda expression
523ac4ac0 Add reroute for Class#getEnumConstants
0a4463279 Use extra method for getting registry
602d9b404 Updated to Mockito 5.3.1
8ff87b77d Fix merge, updated to 1.19.4
9d739d313 Merge branch 'master' into enums-to-registers
eb6f702ff Reduce usage of BuiltInRegistries
b6f667cac Some more asm compatibility changes, add config option
87c931d38 Handle enum maps
a2c6699db Updated to 1.19.3
f7c27584f Merge branch 'master' into enums-to-registers
2f95b9951 Fix merge
184b05740 Merge branch 'master' into enums-to-registers
12bd8de26 Updated to 1.19
9c57831b7 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
4ed8eb402 Fix merge
a9faac8e4 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
0d2988603 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
3f8f9557d Fix merge, updated to 1.18.2
1560490c6 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
a0e4eb12c Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
8b59f682d Move getType method to CraftEntity class
b849c0147 Add missing patches
4644ba79f Fix / Implement merge changes
cf9ee732e Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
0c9125b67 Use Tag where possible
cc05153d9 Cache interactable call
ab5cc36de Use getHandle
83ebf4114 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
bc20aea0c Make Statistic abstract
3faa7e135 Add Tests for Material BlockType and ItemType
e10f74365 Fix 1.18 merge Handle comment out test cases
f72f70ec4 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
dbf4f5b7e Populated BlockType and ItemType
015afc1bc Convert Material enum, midpoint push, it compiles and runs
cc0112866 Merge branch 'master' of https://hub.spigotmc.org/stash/scm/~derfrzocker/craftbukkit into enums-to-registers
e26742c59 Convert Material enum, midpoint push to merge BlockState changes
796ad9295 Fix bug in legacy naming converting.
199c8278c Change other enums / classes.
fd513652a Seperated custom biome value handling. Fix compareTo call.
60c71ce07 Change Enums to classes to easier handle none standart minecraft values
Spigot Changes:
addcf45f [Enum] Rebuild patches
2023-06-20 18:40:14 +02:00
@@ -32,6 +32,11 @@ dependencies {
2023-06-08 09:20:03 +02:00
runtimeOnly("org.xerial:sqlite-jdbc:3.42.0.0")
runtimeOnly("com.mysql:mysql-connector-j:8.0.33")
2023-03-14 21:55:49 +01:00
runtimeOnly("com.lmax:disruptor:3.4.4") // Paper
2021-11-26 07:08:46 +01:00
+ // Paper start - Use Velocity cipher
2022-09-29 13:18:20 +02:00
+ implementation("com.velocitypowered:velocity-native:3.1.2-SNAPSHOT") {
2021-11-26 07:08:46 +01:00
+ isTransitive = false
+ }
+ // Paper end
2023-03-14 21:55:49 +01:00
2023-06-08 09:20:03 +02:00
runtimeOnly("org.apache.maven:maven-resolver-provider:3.9.2")
runtimeOnly("org.apache.maven.resolver:maven-resolver-connector-basic:1.9.10")
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/network/CipherDecoder.java b/src/main/java/net/minecraft/network/CipherDecoder.java
2021-11-25 09:10:26 +01:00
index 778beb445eac5769b9e4e07b4d1294c50ae2602b..c712fb8193115e1ab71b5e40fb0ccb9413062b03 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/network/CipherDecoder.java
+++ b/src/main/java/net/minecraft/network/CipherDecoder.java
2021-11-25 09:10:26 +01:00
@@ -7,13 +7,29 @@ import java.util.List;
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
import javax.crypto.Cipher;
public class CipherDecoder extends MessageToMessageDecoder<ByteBuf> {
- private final CipherBase cipher;
+ private final com.velocitypowered.natives.encryption.VelocityCipher cipher; // Paper
- public CipherDecoder(Cipher cipher) {
- this.cipher = new CipherBase(cipher);
+ public CipherDecoder(com.velocitypowered.natives.encryption.VelocityCipher cipher) { // Paper
+ this.cipher = cipher; // Paper
}
protected void decode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, List<Object> list) throws Exception {
- list.add(this.cipher.decipher(channelHandlerContext, byteBuf));
+ // Paper start
+ ByteBuf compatible = com.velocitypowered.natives.util.MoreByteBufUtils.ensureCompatible(channelHandlerContext.alloc(), cipher, byteBuf);
+ try {
+ cipher.process(compatible);
+ list.add(compatible);
+ } catch (Exception e) {
+ compatible.release(); // compatible will never be used if we throw an exception
+ throw e;
+ }
+ // Paper end
}
+
+ // Paper start
+ @Override
+ public void handlerRemoved(ChannelHandlerContext ctx) throws Exception {
+ cipher.close();
+ }
+ // Paper end
}
diff --git a/src/main/java/net/minecraft/network/CipherEncoder.java b/src/main/java/net/minecraft/network/CipherEncoder.java
2021-11-25 09:10:26 +01:00
index 0f3d502a9680006bcdcd7d272240a2e5c3b46790..5dd7be70603e8754d2625bb9d16900cb01b9c730 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/network/CipherEncoder.java
+++ b/src/main/java/net/minecraft/network/CipherEncoder.java
2021-11-25 09:10:26 +01:00
@@ -4,15 +4,32 @@ import io.netty.buffer.ByteBuf;
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
import io.netty.channel.ChannelHandlerContext;
import io.netty.handler.codec.MessageToByteEncoder;
import javax.crypto.Cipher;
+import java.util.List;
-public class CipherEncoder extends MessageToByteEncoder<ByteBuf> {
- private final CipherBase cipher;
+public class CipherEncoder extends io.netty.handler.codec.MessageToMessageEncoder<ByteBuf> { // Paper - change superclass
+ private final com.velocitypowered.natives.encryption.VelocityCipher cipher; // Paper
- public CipherEncoder(Cipher cipher) {
- this.cipher = new CipherBase(cipher);
+ public CipherEncoder(com.velocitypowered.natives.encryption.VelocityCipher cipher) { // Paper
+ this.cipher = cipher; // Paper
}
- protected void encode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, ByteBuf byteBuf2) throws Exception {
- this.cipher.encipher(byteBuf, byteBuf2);
+ protected void encode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, List<Object> list) throws Exception {
+ // Paper start
+ ByteBuf compatible = com.velocitypowered.natives.util.MoreByteBufUtils.ensureCompatible(channelHandlerContext.alloc(), cipher, byteBuf);
+ try {
+ cipher.process(compatible);
+ list.add(compatible);
+ } catch (Exception e) {
+ compatible.release(); // compatible will never be used if we throw an exception
+ throw e;
+ }
+ // Paper end
}
+
+ // Paper start
+ @Override
+ public void handlerRemoved(ChannelHandlerContext ctx) throws Exception {
+ cipher.close();
+ }
+ // Paper end
}
diff --git a/src/main/java/net/minecraft/network/CompressionDecoder.java b/src/main/java/net/minecraft/network/CompressionDecoder.java
2021-11-25 09:10:26 +01:00
index b62be99c57b0a5bba0dc29809557d4d247698b13..f4d4ad983baf24d889441541d5a84dc1f49ea4d4 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/network/CompressionDecoder.java
+++ b/src/main/java/net/minecraft/network/CompressionDecoder.java
@@ -12,13 +12,20 @@ public class CompressionDecoder extends ByteToMessageDecoder {
public static final int MAXIMUM_COMPRESSED_LENGTH = 2097152;
public static final int MAXIMUM_UNCOMPRESSED_LENGTH = 8388608;
private final Inflater inflater;
+ private final com.velocitypowered.natives.compression.VelocityCompressor compressor; // Paper
private int threshold;
private boolean validateDecompressed;
+ // Paper start
2021-11-25 09:10:26 +01:00
public CompressionDecoder(int compressionThreshold, boolean rejectsBadPackets) {
+ this(null, compressionThreshold, rejectsBadPackets);
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ }
2021-11-25 09:10:26 +01:00
+ public CompressionDecoder(com.velocitypowered.natives.compression.VelocityCompressor compressor, int compressionThreshold, boolean rejectsBadPackets) {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
this.threshold = compressionThreshold;
2021-11-25 09:10:26 +01:00
this.validateDecompressed = rejectsBadPackets;
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
- this.inflater = new Inflater();
+ this.inflater = compressor == null ? new Inflater() : null;
+ this.compressor = compressor;
+ // Paper end
}
2021-11-25 09:10:26 +01:00
protected void decode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, List<Object> list) throws Exception {
@@ -38,6 +45,8 @@ public class CompressionDecoder extends ByteToMessageDecoder {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
}
+ // Paper start
+ if (this.inflater != null) {
byte[] bs = new byte[friendlyByteBuf.readableBytes()];
friendlyByteBuf.readBytes(bs);
this.inflater.setInput(bs);
2021-11-25 09:10:26 +01:00
@@ -45,10 +54,36 @@ public class CompressionDecoder extends ByteToMessageDecoder {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
this.inflater.inflate(cs);
list.add(Unpooled.wrappedBuffer(cs));
this.inflater.reset();
+ return;
+ }
+
+ int claimedUncompressedSize = i; // OBFHELPER
+ ByteBuf compatibleIn = com.velocitypowered.natives.util.MoreByteBufUtils.ensureCompatible(channelHandlerContext.alloc(), this.compressor, byteBuf);
+ ByteBuf uncompressed = com.velocitypowered.natives.util.MoreByteBufUtils.preferredBuffer(channelHandlerContext.alloc(), this.compressor, claimedUncompressedSize);
+ try {
+ this.compressor.inflate(compatibleIn, uncompressed, claimedUncompressedSize);
+ list.add(uncompressed);
+ byteBuf.clear();
+ } catch (Exception e) {
+ uncompressed.release();
+ throw e;
+ } finally {
+ compatibleIn.release();
+ }
+ // Paper end
}
}
}
+ // Paper start
+ @Override
+ public void handlerRemoved0(ChannelHandlerContext ctx) throws Exception {
+ if (this.compressor != null) {
+ this.compressor.close();
+ }
+ }
+ // Paper end
+
2021-11-25 09:10:26 +01:00
public void setThreshold(int compressionThreshold, boolean rejectsBadPackets) {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
this.threshold = compressionThreshold;
2021-11-25 09:10:26 +01:00
this.validateDecompressed = rejectsBadPackets;
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/network/CompressionEncoder.java b/src/main/java/net/minecraft/network/CompressionEncoder.java
2021-11-25 09:10:26 +01:00
index 792883afe53d2b7989c25a81c2f9a639d5e21d20..c04379ca8a4db0f4de46ad2b3b3384310eebddf3 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/network/CompressionEncoder.java
+++ b/src/main/java/net/minecraft/network/CompressionEncoder.java
2021-11-25 09:10:26 +01:00
@@ -6,22 +6,37 @@ import io.netty.handler.codec.MessageToByteEncoder;
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
import java.util.zip.Deflater;
public class CompressionEncoder extends MessageToByteEncoder<ByteBuf> {
- private final byte[] encodeBuf = new byte[8192];
+ private final byte[] encodeBuf; // Paper
private final Deflater deflater;
+ private final com.velocitypowered.natives.compression.VelocityCompressor compressor; // Paper
private int threshold;
+ // Paper start
public CompressionEncoder(int compressionThreshold) {
+ this(null, compressionThreshold);
+ }
+ public CompressionEncoder(com.velocitypowered.natives.compression.VelocityCompressor compressor, int compressionThreshold) {
this.threshold = compressionThreshold;
- this.deflater = new Deflater();
+ if (compressor == null) {
+ this.encodeBuf = new byte[8192];
+ this.deflater = new Deflater();
+ } else {
+ this.encodeBuf = null;
+ this.deflater = null;
+ }
+ this.compressor = compressor;
+ // Paper end
}
- protected void encode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, ByteBuf byteBuf2) {
+ protected void encode(ChannelHandlerContext channelHandlerContext, ByteBuf byteBuf, ByteBuf byteBuf2) throws Exception { // Paper
int i = byteBuf.readableBytes();
FriendlyByteBuf friendlyByteBuf = new FriendlyByteBuf(byteBuf2);
if (i < this.threshold) {
friendlyByteBuf.writeVarInt(0);
friendlyByteBuf.writeBytes(byteBuf);
} else {
+ // Paper start
+ if (this.deflater != null) {
byte[] bs = new byte[i];
byteBuf.readBytes(bs);
friendlyByteBuf.writeVarInt(bs.length);
2021-11-25 09:10:26 +01:00
@@ -34,10 +49,48 @@ public class CompressionEncoder extends MessageToByteEncoder<ByteBuf> {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
this.deflater.reset();
+ return;
+ }
+
+ friendlyByteBuf.writeVarInt(i);
+ ByteBuf compatibleIn = com.velocitypowered.natives.util.MoreByteBufUtils.ensureCompatible(channelHandlerContext.alloc(), this.compressor, byteBuf);
+ try {
+ this.compressor.deflate(compatibleIn, byteBuf2);
+ } finally {
+ compatibleIn.release();
+ }
+ // Paper end
}
}
+ // Paper start
+ @Override
+ protected ByteBuf allocateBuffer(ChannelHandlerContext ctx, ByteBuf msg, boolean preferDirect) throws Exception{
+ if (this.compressor != null) {
+ // We allocate bytes to be compressed plus 1 byte. This covers two cases:
+ //
+ // - Compression
+ // According to https://github.com/ebiggers/libdeflate/blob/master/libdeflate.h#L103,
+ // if the data compresses well (and we do not have some pathological case) then the maximum
+ // size the compressed size will ever be is the input size minus one.
+ // - Uncompressed
+ // This is fairly obvious - we will then have one more than the uncompressed size.
+ int initialBufferSize = msg.readableBytes() + 1;
+ return com.velocitypowered.natives.util.MoreByteBufUtils.preferredBuffer(ctx.alloc(), this.compressor, initialBufferSize);
+ }
+
+ return super.allocateBuffer(ctx, msg, preferDirect);
+ }
+
+ @Override
+ public void handlerRemoved(ChannelHandlerContext ctx) throws Exception {
+ if (this.compressor != null) {
+ this.compressor.close();
+ }
+ }
+ // Paper end
+
public int getThreshold() {
return this.threshold;
}
diff --git a/src/main/java/net/minecraft/network/Connection.java b/src/main/java/net/minecraft/network/Connection.java
2023-06-13 09:10:07 +02:00
index 5237eb10ca12f786bba66f5db2a2553fa10ffe62..1b634b303105a0f8424e1e40b7c39f9938232d95 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/network/Connection.java
+++ b/src/main/java/net/minecraft/network/Connection.java
2023-06-13 09:10:07 +02:00
@@ -724,11 +724,28 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
return networkmanager;
}
- public void setEncryptionKey(Cipher decryptionCipher, Cipher encryptionCipher) {
- this.encrypted = true;
- this.channel.pipeline().addBefore("splitter", "decrypt", new CipherDecoder(decryptionCipher));
- this.channel.pipeline().addBefore("prepender", "encrypt", new CipherEncoder(encryptionCipher));
+ // Paper start
+// public void setEncryptionKey(Cipher decryptionCipher, Cipher encryptionCipher) {
+// this.encrypted = true;
+// this.channel.pipeline().addBefore("splitter", "decrypt", new CipherDecoder(decryptionCipher));
+// this.channel.pipeline().addBefore("prepender", "encrypt", new CipherEncoder(encryptionCipher));
+// }
+
+ public void setupEncryption(javax.crypto.SecretKey key) throws net.minecraft.util.CryptException {
+ if (!this.encrypted) {
+ try {
+ com.velocitypowered.natives.encryption.VelocityCipher decryption = com.velocitypowered.natives.util.Natives.cipher.get().forDecryption(key);
+ com.velocitypowered.natives.encryption.VelocityCipher encryption = com.velocitypowered.natives.util.Natives.cipher.get().forEncryption(key);
+
+ this.encrypted = true;
+ this.channel.pipeline().addBefore("splitter", "decrypt", new CipherDecoder(decryption));
+ this.channel.pipeline().addBefore("prepender", "encrypt", new CipherEncoder(encryption));
+ } catch (java.security.GeneralSecurityException e) {
+ throw new net.minecraft.util.CryptException(e);
+ }
+ }
}
+ // Paper end
public boolean isEncrypted() {
return this.encrypted;
2023-06-13 09:10:07 +02:00
@@ -760,16 +777,17 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
2021-11-25 09:10:26 +01:00
public void setupCompression(int compressionThreshold, boolean rejectsBadPackets) {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
if (compressionThreshold >= 0) {
+ com.velocitypowered.natives.compression.VelocityCompressor compressor = com.velocitypowered.natives.util.Natives.compress.get().create(-1); // Paper
if (this.channel.pipeline().get("decompress") instanceof CompressionDecoder) {
2021-11-25 09:10:26 +01:00
((CompressionDecoder) this.channel.pipeline().get("decompress")).setThreshold(compressionThreshold, rejectsBadPackets);
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
} else {
2021-11-25 09:10:26 +01:00
- this.channel.pipeline().addBefore("decoder", "decompress", new CompressionDecoder(compressionThreshold, rejectsBadPackets));
+ this.channel.pipeline().addBefore("decoder", "decompress", new CompressionDecoder(compressor, compressionThreshold, rejectsBadPackets)); // Paper
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
if (this.channel.pipeline().get("compress") instanceof CompressionEncoder) {
((CompressionEncoder) this.channel.pipeline().get("compress")).setThreshold(compressionThreshold);
} else {
- this.channel.pipeline().addBefore("encoder", "compress", new CompressionEncoder(compressionThreshold));
+ this.channel.pipeline().addBefore("encoder", "compress", new CompressionEncoder(compressor, compressionThreshold)); // Paper
}
2022-07-25 16:13:09 +02:00
this.channel.pipeline().fireUserEventTriggered(io.papermc.paper.network.ConnectionEvent.COMPRESSION_THRESHOLD_SET); // Paper
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
} else {
diff --git a/src/main/java/net/minecraft/server/network/ServerConnectionListener.java b/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
2023-06-08 18:09:43 +02:00
index 838244e3680ea6020701e10bafbde7f52976eaa1..e5e2f763d9b4b955df79ea0c4c79565be1fe59f0 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
+++ b/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
2023-06-08 18:09:43 +02:00
@@ -103,6 +103,11 @@ public class ServerConnectionListener {
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
ServerConnectionListener.LOGGER.info("Using default channel type");
}
+ // Paper start - indicate Velocity natives in use
+ ServerConnectionListener.LOGGER.info("Paper: Using " + com.velocitypowered.natives.util.Natives.compress.getLoadedVariant() + " compression from Velocity.");
+ ServerConnectionListener.LOGGER.info("Paper: Using " + com.velocitypowered.natives.util.Natives.cipher.getLoadedVariant() + " cipher from Velocity.");
+ // Paper end
+
this.channels.add(((ServerBootstrap) ((ServerBootstrap) (new ServerBootstrap()).channel(oclass)).childHandler(new ChannelInitializer<Channel>() {
protected void initChannel(Channel channel) {
try {
diff --git a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
2023-04-27 20:50:14 +02:00
index b026c003e1fc02a9ea426f3126acb788fc09a874..595779cfd0ee1c405d7936f00a7cae1706125e7f 100644
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
2022-12-07 22:05:01 +01:00
@@ -265,12 +265,14 @@ public class ServerLoginPacketListenerImpl implements ServerLoginPacketListener,
Merge tuinity (#6413)
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
SecretKey secretkey = packet.getSecretKey(privatekey);
- Cipher cipher = Crypt.getCipher(2, secretkey);
- Cipher cipher1 = Crypt.getCipher(1, secretkey);
+ // Paper start
+// Cipher cipher = Crypt.getCipher(2, secretkey);
+// Cipher cipher1 = Crypt.getCipher(1, secretkey);
+ // Paper end
s = (new BigInteger(Crypt.digestData("", this.server.getKeyPair().getPublic(), secretkey))).toString(16);
this.state = ServerLoginPacketListenerImpl.State.AUTHENTICATING;
- this.connection.setEncryptionKey(cipher, cipher1);
+ this.connection.setupEncryption(secretkey); // Paper
} catch (CryptException cryptographyexception) {
throw new IllegalStateException("Protocol error", cryptographyexception);
}