Paper/Spigot-Server-Patches/0302-Duplicate-UUID-Resolve-Option.patch

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2018-07-29 18:42:07 +02:00
From f0f405120900c675358916eb51cbe53ef9f5dc0b Mon Sep 17 00:00:00 2001
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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From: Aikar <aikar@aikar.co>
Date: Sat, 21 Jul 2018 14:27:34 -0400
Subject: [PATCH] Duplicate UUID Resolve Option
Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24
which was added all the way back in March of 2016, it was unknown (potentially not at the time)
that an entity might actually change the seed of the random object.
At some point, EntitySquid did start setting the seed. Due to this shared random, this caused
every entity to use a Random object with a predictable seed.
This has caused entities to potentially generate with the same UUID....
Over the years, servers have had entities disappear, but no sign of trouble
because CraftBukkit removed the log lines indicating that something was wrong.
We have fixed the root issue causing duplicate UUID's, however we now have chunk
files full of entities that have the same UUID as another entity!
When these chunks load, the 2nd entity will not be added to the world correctly.
If that chunk loads in a different order in the future, then it will reverse and the
missing one is now the one added to the world and not the other. This results in very
inconsistent entity behavior.
This change allows you to recover any duplicate entity by generating a new UUID for it.
This also lets you delete them instead if you don't want to risk having new entities added to
the world that you previously did not see.
But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options.
It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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index 7bd7aa0d9..5d9bed3f1 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
2018-07-21 22:43:00 +02:00
@@ -430,4 +430,40 @@ public class PaperWorldConfig {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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log("Bed Search Radius: " + bedSearchRadius);
}
}
+
+ public enum DuplicateUUIDMode {
+ REGEN, DELETE, NOTHING, WARN
+ }
+ public DuplicateUUIDMode duplicateUUIDMode = DuplicateUUIDMode.REGEN;
+ private void repairDuplicateUUID() {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ String desiredMode = getString("duplicate-uuid-resolver", "regenerate").toLowerCase().trim();
+ switch (desiredMode.toLowerCase()) {
+ case "regen":
+ case "regenerate":
+ duplicateUUIDMode = DuplicateUUIDMode.REGEN;
+ log("Duplicate UUID Resolve: Regenerate New UUID");
+ break;
+ case "remove":
+ case "delete":
+ duplicateUUIDMode = DuplicateUUIDMode.DELETE;
+ log("Duplicate UUID Resolve: Delete Entity");
+ break;
+ case "silent":
+ case "nothing":
+ duplicateUUIDMode = DuplicateUUIDMode.NOTHING;
+ logError("Duplicate UUID Resolve: Do Nothing (no logs) - Warning, may lose indication of bad things happening");
+ logError("PaperMC Strongly discourages use of this setting! Triggering these messages means SOMETHING IS WRONG!");
+ break;
+ case "log":
+ case "warn":
+ duplicateUUIDMode = DuplicateUUIDMode.WARN;
+ log("Duplicate UUID Resolve: Warn (do nothing but log it happened, may be spammy)");
+ break;
+ default:
+ duplicateUUIDMode = DuplicateUUIDMode.WARN;
+ logError("Warning: Invalidate duplicate-uuid-resolver config " + desiredMode + " - must be one of: regen, delete, nothing, warn");
+ log("Duplicate UUID Resolve: Warn (do nothing but log it happened, may be spammy)");
+ break;
+ }
+ }
}
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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index 3ac115ff6..ba2aeb432 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 20:47:05 +02:00
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
@@ -1,5 +1,10 @@
package net.minecraft.server;
+// Paper start
+import com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode;
+import java.util.HashMap;
+import java.util.UUID;
+// Paper end
import com.destroystokyo.paper.exception.ServerInternalException;
import com.google.common.collect.Maps;
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import com.google.common.collect.Queues;
@@ -40,6 +45,7 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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public final World world;
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public final Map<HeightMap.Type, HeightMap> heightMap;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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public Long scheduledForUnload; // Paper - delay chunk unloads
+ private static final Logger logger = LogManager.getLogger(); // Paper
public final int locX;
public final int locZ;
private boolean m;
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@@ -689,6 +695,7 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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if (i != this.locX || j != this.locZ) {
Chunk.e.warn("Wrong location! ({}, {}) should be ({}, {}), {}", Integer.valueOf(i), Integer.valueOf(j), Integer.valueOf(this.locX), Integer.valueOf(this.locZ), entity);
entity.die();
+ return; // Paper
}
int k = MathHelper.floor(entity.locY / 16.0D);
@@ -865,6 +872,39 @@ public class Chunk implements IChunkAccess {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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for (int j = 0; j < i; ++j) {
List entityslice = aentityslice[j]; // Spigot
+ // Paper start
+ DuplicateUUIDMode mode = world.paperConfig.duplicateUUIDMode;
+ if (mode == DuplicateUUIDMode.WARN | mode == DuplicateUUIDMode.DELETE || mode == DuplicateUUIDMode.REGEN) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ Map<UUID, Entity> thisChunk = new HashMap<>();
+ for (Iterator<Entity> iterator = ((List<Entity>) entityslice).iterator(); iterator.hasNext(); ) {
+ Entity entity = iterator.next();
+ if (entity.dead) continue;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ Entity other = ((WorldServer) world).entitiesByUUID.get(entity.uniqueID);
+ if (other == null || other.dead || world.getEntityUnloadQueue().contains(other)) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ other = thisChunk.get(entity.uniqueID);
+ }
+ if (other != null && !other.dead) {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ switch (mode) {
+ case REGEN: {
+ entity.setUUID(UUID.randomUUID());
+ logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", regenerated UUID for " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ break;
+ }
+ case DELETE: {
+ logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", deleted entity " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ entity.die();
+ iterator.remove();
+ break;
+ }
+ default:
+ logger.warn("[DUPE-UUID] Duplicate UUID found used by " + other + ", doing nothing to " + entity + ". See https://github.com/PaperMC/Paper/issues/1223 for discussion on what this is about.");
+ break;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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+ }
+ }
+ thisChunk.put(entity.uniqueID, entity);
+ }
+ }
+ // Paper end
this.world.a((Collection) entityslice);
}
diff --git a/src/main/java/net/minecraft/server/Entity.java b/src/main/java/net/minecraft/server/Entity.java
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index 4ea52f9c5..2217ca973 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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--- a/src/main/java/net/minecraft/server/Entity.java
+++ b/src/main/java/net/minecraft/server/Entity.java
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@@ -2735,6 +2735,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, Ke
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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});
}
+ public void setUUID(UUID uuid) { a(uuid); } // Paper - OBFHELPER
public void a(UUID uuid) {
this.uniqueID = uuid;
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this.au = this.uniqueID.toString();
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 8dc6ca207..b7e92d70f 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -72,7 +72,7 @@ public abstract class World implements GeneratorAccess, IIBlockAccess, AutoClose
}
};
// Spigot end
- protected final Set<Entity> g = Sets.newHashSet(); // Paper
+ protected final Set<Entity> g = Sets.newHashSet(); public Set<Entity> getEntityUnloadQueue() { return g; };// Paper - OBFHELPER
//public final List<TileEntity> tileEntityList = Lists.newArrayList(); // Paper - remove unused list
public final List<TileEntity> tileEntityListTick = Lists.newArrayList();
private final List<TileEntity> c = Lists.newArrayList();
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
2018-07-29 18:42:07 +02:00
index 747d99dbe..7a9f28421 100644
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
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@@ -40,7 +40,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
private final MinecraftServer server;
public EntityTracker tracker;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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private final PlayerChunkMap manager;
- private final Map<UUID, Entity> entitiesByUUID = Maps.newHashMap();
+ public final Map<UUID, Entity> entitiesByUUID = Maps.newHashMap(); // Paper
public boolean savingDisabled;
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private boolean K;
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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private int emptyTime;
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@@ -996,14 +996,17 @@ public class WorldServer extends World implements IAsyncTaskHandler {
this.g.remove(entity1);
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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} else {
if (!(entity instanceof EntityHuman)) {
- WorldServer.a.error("Keeping entity {} that already exists with UUID {}", entity1, uuid.toString()); // CraftBukkit // Paper
- WorldServer.a.error("Deleting duplicate entity {}", entity); // Paper
- if (DEBUG_ENTITIES) {
- if (entity1.addedToWorldStack != null) {
- entity1.addedToWorldStack.printStackTrace();
+ if (entity.world.paperConfig.duplicateUUIDMode != com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode.NOTHING) {
+ WorldServer.a.error("Keeping entity {} that already exists with UUID {}", entity1, uuid.toString()); // CraftBukkit // Paper
+ WorldServer.a.error("Duplicate entity {} will not be added to the world. See paper.yml duplicate-uuid-resolver and set this to either regen, delete or nothing to get rid of this message", entity); // Paper
+ if (DEBUG_ENTITIES) {
+ if (entity1.addedToWorldStack != null) {
+ entity1.addedToWorldStack.printStackTrace();
+ }
+ getAddToWorldStackTrace(entity).printStackTrace();
}
- getAddToWorldStackTrace(entity).printStackTrace();
}
+
return false;
}
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@@ -1026,7 +1029,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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}
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Duplicate UUID Resolve Option Due to a bug in https://github.com/PaperMC/Paper/commit/2e29af3df05ec0a383f48be549d1c03200756d24 which was added all the way back in March of 2016, it was unknown (potentially not at the time) that an entity might actually change the seed of the random object. At some point, EntitySquid did start setting the seed. Due to this shared random, this caused every entity to use a Random object with a predictable seed. This has caused entities to potentially generate with the same UUID.... Over the years, servers have had entities disappear, but no sign of trouble because CraftBukkit removed the log lines indicating that something was wrong. We have fixed the root issue causing duplicate UUID's, however we now have chunk files full of entities that have the same UUID as another entity! When these chunks load, the 2nd entity will not be added to the world correctly. If that chunk loads in a different order in the future, then it will reverse and the missing one is now the one added to the world and not the other. This results in very inconsistent entity behavior. This change allows you to recover any duplicate entity by generating a new UUID for it. This also lets you delete them instead if you don't want to risk having new entities added to the world that you previously did not see. But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options. It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
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Entity old = this.entitiesByUUID.put(entity.getUniqueID(), entity);
- if (old != null && old.getId() != entity.getId() && old.valid) {
+ if (old != null && old.getId() != entity.getId() && old.valid && entity.world.paperConfig.duplicateUUIDMode != com.destroystokyo.paper.PaperWorldConfig.DuplicateUUIDMode.NOTHING) {
Logger logger = LogManager.getLogger();
logger.error("Overwrote an existing entity " + old + " with " + entity);
if (DEBUG_ENTITIES) {
--
2.18.0