Commit Graph

1188 Commits

Author SHA1 Message Date
md_5
1c099a713b Upstream merge, nothing major. 2013-12-21 19:13:39 +11:00
Thinkofdeath
ed2fd14801 Re-add the particle API 2013-12-20 21:37:22 +00:00
md_5
a1c8965df5 Stage BiomeDecorator so we can get line numbers to match for stack traces. 2013-12-19 17:45:12 +11:00
Thinkofdeath
ee8495a246 Allow the console to use vanilla commands 2013-12-18 11:40:35 +00:00
md_5
8278880f0f Fall back to our own URL clicking method as it works with more cases. 2013-12-18 20:41:42 +11:00
md_5
e9cb6ec3c5 Upstream merge 2013-12-18 17:48:18 +11:00
md_5
fe00a77ac8 Invert command complete check 2013-12-18 17:24:24 +11:00
md_5
4978db4332 Log Cause of Unexpected Exceptions 2013-12-18 13:39:28 +11:00
md_5
61400aa00c Fire PreLogin Events in Offline Mode 2013-12-18 13:32:30 +11:00
Thinkofdeath
eafbb2a4c1 Add VanillaCommandWrapper which allows use of vanilla commands instead of Bukkit's versions 2013-12-18 10:33:58 +11:00
frymaster
bd5e1fbba9 Remove references to chunklist
Commit c576054539790bdeb35285f62863d74b48c0782d removed the chunklist collection stored in ChunkProviderServer, however it has been partially restored in some places by 7e1ac0a77129b169704c1e222ff2deb3ab6cd2d2.  As not all references to this were restored, this has caused the chunklist and chunks collections to become out of sync, resulting in a memory leak.
2013-12-18 09:30:21 +11:00
md_5
8ebb465bf0 Revert processed disconnect change - the flag is not set as reliably as it was in previous server versions. 2013-12-18 08:44:28 +11:00
md_5
db08e84804 Use the processedDisconnect flag for disconnects. This means that we will only say the player has disconnected once the server tick look has processed them as such. Fixes some issues with players quitting during join. 2013-12-17 18:25:05 +11:00
md_5
154239b0fb Allow Bungee to pass through UUIDs. This will be added to bungee in a few days, so people get a chance to update Spigot first. 2013-12-16 22:39:18 +11:00
md_5
de92a23d18 Delay creation of serverconnection until needed so that our settings can take effect. 2013-12-16 11:47:23 +11:00
md_5
37eb6b4024 Don't box / rebox on object addition 2013-12-14 19:50:33 +11:00
md_5
0e03c0defe Add an attempt at backwards compatability for (broken) NMS plugins. Also set negative no entry values as these cannot occur.
cc @aadnk
2013-12-14 19:48:13 +11:00
md_5
7899e58d02 Merge in some stuff 2013-12-14 17:58:22 +11:00
md_5
20b8330a25 Prevent Mineshaft Structure Saving.
There is very little reason to keep track of Mineshafts as the only persistent behaviour within them is through the use of mob spawners, which are of course stored within the map itself. As such we can disable them from being saved, indefinitely, until there is reason to do so.
2013-12-13 15:22:51 +11:00
md_5
8a2de3a655 Configurable Amount of Netty Threads, defaulting to 4
This brings back the option that the Spigot version of netty saw. By default Netty will try and use cores*2 threads, however if running multiple servers on the same machine, this can be too many threads. Additionally some people have 16 core servers. If 32 Netty threads are allowed in this setup, then the lock contention, and thus blocking between threads becomes much greater, leading to decreased performance.
2013-12-13 11:59:09 +11:00
md_5
994b960bb7 *aggression 2013-12-13 11:54:00 +11:00
md_5
da809d3cf0 Allow Disabling Zombie Villager Agression.
Useful for larger servers who want a nice performance boost at the expense of a little bit of gameplay mechanic changes. I believe this brings the mechanics of zombie vs villager back in line with 1.5.
2013-12-13 11:48:56 +11:00
md_5
ce85ede2bb Optimize DataWatcher
Use primitive orientated collections, as well as more effective copies across collections.
2013-12-13 11:45:53 +11:00
md_5
704728d670 Split out the configuration of engine modes 1 and 2 to eliminate the block lag seen when mining stone or wood and using engine mode 1.
Now we maintain a new list of blocks to replace with ores in engine mode 2, to ensure that we only update when players mine blocks that are potentially not an ore. We could perhaps even elimate this slight lag from mode 2 by reducing the need for calling update(x,y,z)
2013-12-13 11:28:47 +11:00
md_5
269a2f7635 Pop anti xray patch to top 2013-12-13 11:10:33 +11:00
Thinkofdeath
5b756ab152 Fix new lines break URL matching 2013-12-11 18:09:41 +00:00
Thinkofdeath
dedbed0faf Fix Orebfuscator 2013-12-11 09:37:27 +00:00
md_5
3860a7b228 Bring bungee support back in line with what the protocol update had 2013-12-11 11:25:32 +11:00
md_5
5c14b02d79 Upstream merge 2013-12-10 09:36:28 +11:00
Thinkofdeath
206ba33be5 Fix the "Faster UUID for entities" patch (Fixes #81) 2013-12-09 16:19:26 +00:00
TheUnnamedDude
653ca13f16 Fix TNT crashing servers when breaking item frames 2013-12-09 11:37:51 +00:00
Thinkofdeath
8374c041ac Fix a possible error with links 2013-12-09 10:38:44 +00:00
md_5
74c808df0f Upstream merge 2013-12-09 18:01:02 +11:00
md_5
75344a14e9 Remove OS X Special Chars from Signs 2013-12-08 16:52:54 +11:00
md_5
b51765cc5d Fix crash caused by tnt destroying item frames 2013-12-06 20:32:13 +11:00
md_5
d8487572a0 Fix Jungle Tree Generation 2013-12-06 17:17:16 +11:00
md_5
50e8a5a766 Fix Jungle Tree Generation 2013-12-06 17:16:56 +11:00
md-5
e369d3da7e Merge pull request #78 from ItsHarry/master
Allow Teleportation of Vehicles and Passengers
2013-12-05 13:25:38 -08:00
ItsHarry
897d6a7ea5 Allow Teleportation of Vehicles and Passengers 2013-12-05 21:59:53 +01:00
md_5
83a93937f7 Fire EntityDamageByEntityEvent for ItemFrames. This allows them to be protected more effectively. 2013-12-05 18:41:50 +11:00
md_5
6ec37d4fe9 Dont let commands run async 2013-12-05 16:57:01 +11:00
md_5
a98a7ce919 Duplicate Disconnect Prevention. In 1.7 mojang removed the this.disconnected flag. We add it back to prevent users from forcibly disconnecting themselves in a short amount of time. 2013-12-05 16:33:50 +11:00
md_5
1e4407fd04 Fix broken async chat. Since Mojang introduced netty, but removed async packet handling, there are now only a few threads available to consume packets. Unfortunately we now have to maintain async chat support. In order to allow Async events to not kill these precious few threads, we do what we did in our Netty implementation, and offload these to their own, decoupled thread pool. 2013-12-05 13:57:12 +11:00
md-5
8d622d915b Merge pull request #77 from thinkofdeath/master
Fix color codes breaking urls
2013-12-04 13:18:18 -08:00
Thinkofdeath
0e1ef989f9 Fix color codes breaking urls 2013-12-04 14:41:40 +00:00
md_5
e770480d4b Fix shade fix accidentally being unmerged 2013-12-04 19:57:08 +11:00
md_5
f538d02596 Finish kicking player before letting their clone in. Fixes BUKKIT-4960 2013-12-04 12:32:58 +11:00
md_5
a01054711d Take random light updates option into account before relighting a chunk on its first tick. 2013-12-03 15:51:04 +11:00
md_5
acf410d391 Address some chunk gen speed issues - see below for current reasoning.
As of 1.7, Mojang added a check to make sure that only chunks which have been lit are sent to the client. Unfortunately this interferes with our modified chunk ticking algorithm, which will only tick chunks distant from the player on a very infrequent basis. We cannot unfortunately do this lighting stage during chunk gen as it appears to put a lot more noticeable load on the server, than when it is done at play time. For now at least we will simply send all chunks, in accordance with pre 1.7 behaviour.
2013-12-03 15:43:02 +11:00
md_5
538ddc9cc4 Upstream merge 2013-12-03 15:13:39 +11:00