Fix#1501
I just added a condition check to not start a new pathfinder goal if the turtle already has one set.
Needs more testing.
![Timings Comparison](https://i.imgur.com/p9eJQSo.png)
Minecraft is trying to set Dimension Objects based on a Dimension ID
Dimension ID's for custom worlds are dynamically allocate dand not guaranteed
consistent.
This removes checking the NBT data, as the Entity will always have its
DimensionManager set to the world it is being placed into.
This fixes corrupt entities breaking chunk saving in custom worlds.
Upstream has released updates that appears to apply and compile correctly.
This update has been tested to ensure that World Conversion still occurs correctly.
Bukkit Changes:
0812ce2c SPIGOT-4397: isChunkGenerated API
CraftBukkit Changes:
4824655c SPIGOT-4398: Upgrade to ASM 6.2.1 for better Java 11 support
eea43870 MC-134115: Fix issues converting tile entities
1a7f2d10 SPIGOT-4397: isChunkGenerated API
40aed54d SPIGOT-4396: Improve vehicle movement
Spigot Changes:
f6a273b1 Rebuild patches
This restores Asynchronous Chunk Loading to 1.13, as well as adds Asynchronous Chunk Generation..
This provides a massive boost to server performance and should bring 1.13 back closer to 1.12 performance levels for pre generated worlds.
World Generation will now be faster overall than 1.12 since 1.12 did not have async generation.
**DONATE:**
Lots of effort has went into making this happen. Want to say thanks and donate?
https://donate.emc.gs/AsyncChunks
Added information to not use github attachments.
Added information to not report "DO NOT REPORT THIS TO PAPER" logs, because obviously that wasn't clear enough they shouldn't.
light queue is actually buggy, so re-enabling the config.
however, if anyone is ok with the buggy behavior, made the max time lost due to
light queue configurable.
We want to get to making the ligth queue default if we can make it work perfectly.
also applying neighbor optimizations to use the faster method for light checks.
getDimensionId() returns the dimension id - 1. So without this patch
we would reuse an existing dimension id, if some other dimension was
unloaded before.
In Spigot this is nearly invisible because DimensionManager has no equals(),
so dimension id collisions just create 2 worlds with the same dimension.
The PaperWorldMap (Added in
https://github.com/PaperMC/Paper/blob/master/Spigot-Server-Patches/0376-Optimize-Server-World-Map.patch ) changes this - Now the dimension is overwritten if there is some collision,
what causes players to teleport to incorrect worlds, World checks will no longer work
and many more evil things.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
020b4952 SPIGOT-4392: Stem updates even if BlockGrowEvent cancelled
Apparently a zero max health attribute is perfectly fine in vanilla and
our own revive handling code appears to handle the case fine, even when
EntityDeathEvent is cancelled. So we should allow it to avoid issues
when these mobs are killed.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
b9620fd9 API to generate filled explorer maps
CraftBukkit Changes:
c1ecaa2f API to generate filled explorer maps
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
2556802a Update documentation of structure locate API to reflect implementation behaviour
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
6f57bf95 SPIGOT-4391: Sign editable API
CraftBukkit Changes:
5cffeca2 SPIGOT-4391: Sign editable API
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
dcb43ef8 MC-136886: locate command loads chunks without needing to.
Spigot Changes:
f823ac54 Rebuild patches
JEP 181 brings a new bytecode format for nest mates. ASM API 7 supports
this, but API 7 is still experimental. Attempting to load a Java 11
class that contains nest mates will cause an
UnsupportedOperationException, as API 6 can't handle them. This doesn't
really require any changes to the rest of the code, since this is just
related to ASM's visitor.
We want to use the stable API 6 for all other plugins, only using the
experimental API when required, so we check the class version first.
This should be removed as soon as ASM API 7 is stable.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
7d506c6c SPIGOT-4389: Fix empty custom inventory title
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
fc10dec5 Don't throw error on invalid data in CraftMetaItem.
Fixes GH-1471, GH-1474
As a result, data that no longer parses correctly will not crash the server
instead just logging the exception and continuing (and in most cases should
fix the data)
Player data is fixed pretty much immediately but some block data (like
Shulkers) may need to be modified in-game in order for it to re-save
properly
No more crashing though.
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes#1466Fixes#1431
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
4db9e3dc Add API to locate structures
CraftBukkit Changes:
65bb2d0f Increase expiration time to 10 days
88a5346f Add API to locate structures.
Spigot Changes:
68acb93f Rebuild patches
Some chunks that need conversion may fail the loadChunks pass, and
end up entering the world gen code to finish processing.
We solved this on the API level before, but this needs to apply to
all chunk loads when gen=false
This adds a new Future based, Consumer<Chunk> based, and ability
to control whether or not to generate to the Async Chunk API.
Until Async Chunks merges, these API's are still synchronous, but
this commit will allow plugins to start using the API's in use
with the Async Chunks beta.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
cbb4fc16 SPIGOT-1916: Attribute modifiers for ItemStacks
CraftBukkit Changes:
8164f4b2 SPIGOT-1916: Attribute modifiers for ItemStacks
Spigot Changes:
38536abd Rebuild patches
A bug with double chest conversion would lead to data
loss from chunks if they crossed chunk boundries.
This fixes the issue.
It should now be safe to upgrade worlds to 1.13.1
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
26c89277 SPIGOT-4385: Clearer error for invalid generator-settings
This event extends the PreCreatureSpawnEvent and includes the position
of the spawner that spawned the entitiy. (similarly to how the
SpawnerSpawnEvent contains the spawner's BlockState).
This one doesn't include the state though as getting the block and
generating that snapshot is a bit wasteful.
If you try to load a world inresponse to another world loading,
a concurrent modification exception will throw.
This avoids that by making a defensive copy of the list for the server init stage.
you might want to do this if you want to guarantee your world loads
immediately after the vanilla worlds before another plugin has a chance
to load worlds during POST_WORLD plugin stage.
Minecraft moved worlds to a hashmap in 1.13.1.
This creates inconsistent order for iteration of the map.
This patch restores World management to be back as an Array.
.values() will allow us to iterate as it was pre 1.13.1 by
ArrayList, giving consistent ordering and effecient iteration performance.
KeySet and EntrySet iteration is proxied to the List iterator,
and should retain manipulation behavior but nothing should be doing that.
Getting a World by dimension ID is now back a constant time operation.
Hopefully no other plugins try to mess with this map, as we are only handling
known NMS used methods, but we can add more if naughty plugins are found later.
Multiverse was tested with this and no breakage.
Allows you to add to paper.yml
seed-overrides:
world_name: some seed value
This will ignore every where a seed is set/created/loaded and force
a world to use the specified seed.
This seed will end up being saved to the world data file, so it is
a permanent change in that it won't go back if you remove it from paper.yml
It's always been commonly said to 'ignore' that TPS was '19.X', that
it was fine.
I suspect that the inaccuracy of floating point math resulted in us
losing precision over time, making it difficult to actually get back to 20,
as you know the fun 0.1 + 0.1 ... 9 more times != 1 problem.
BigDecimal supports working with doubles with higher precision.
This change makes it so our RollingAverage class maintains all of the data
using BigDecimal and using BigDecimal arithematic operations.
This ensures we have extremely high precision, enabling us to
actually be able print '20 TPS' when TPS is perfect.