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:
da08d022 SPIGOT-4700: Add PlayerFishEvent.State.REEL_IN
0cef14e4 Remove draft API from selectEntities
CraftBukkit Changes:
a46fdbc6 Remove outdated build delay.
3697519b SPIGOT-4708: Fix ExactChoice recipes neglecting material
9ead7009 SPIGOT-4677: Add minecraft.admin.command_feedback permission
c3749a23 Remove the Damage tag from items when it is 0.
f74c7b95 SPIGOT-4706: Can't interact with active item
494eef45 Mention requirement of JIRA ticket for bug fixes
51d62dec SPIGOT-4702: Exception when middle clicking certain slots
be557e69 SPIGOT-4700: Add PlayerFishEvent.State.REEL_IN
CraftBukkit uses vanillas DimensionManager, but does not actually
register its own dimension types, etc, due to vanilla
This causes issues because anything, e.g. command feedback, trying
to print information about the world will often attempt to print out
the dimension name, which ends up throwing an NPE due to the lack of
a registered type, we work around this by just returning the world name,
this is not super elegant, but is the only route that promises not to
break stuff.
This fixes issues with upstreams changes to solve a private issue on
their side, as signs are placed, they may replace existing blocks, e.g.
grass, which breaks upstreams assumption that the sign is always placed
adjacent to a surface
Brought this patch back from the graveyard, 1.13.x changed how chunks
where loaded and the patch was dropped.
Prior to this change the server would crash when attempting to load a
chunk from a region with bad data.
After this change the server will defer back to vanilla behavior. At
this time, that means attempting to generate a chunk in its place
(and occasionally just not generating anything and leaving small
holes in the world (This might not be accurate as of 1.13.x)).
Should Mojang choose to alter this behavior in the future, this change
will simply defer to whatever that new behavior is.
Resolves#1672
This API is intended to expose useful heightmaps found in the server to API. This exposes all of the live world heightmaps currently in the server.
If a heightmap becomes impossible to implement, api spec allows the implementation to throw UnsupportedOperationException (far better than returning some weird unexpected value).
Tested via:
https://gist.github.com/Spottedleaf/5d47f67c55a9fb870251ff344bfeb6b3
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:
7c395d42 SPIGOT-4681: Note about additional world creation on STARTUP
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:
812f66aa SPIGOT-4684: Update persistence of converting zombie villagers
upstream was doing a containsKey/get pattern, and always doing it at that.
that scenario is only even valid if were in the middle of a block place.
Optimize to check if the captured list even has values in it, and also to
just do a get call since the value can never be null.
We bandaided this logic on a case by case basis before with Loot Tables and Chests,
but that is not the correct fix.
Ultimately we just needed to clear out the captured tile entity list so that the
update calls did not process the tile entity that is no longer even valid.
This solution will ensure ALL placed tile entities data is ignored and not just
the few cases we previously had filters for.
The cost of a call to sync() adds up quickly and especially for
HDDs. Playing around generating chunks for a while warranted a
3 min save time on a HDD. This is unacceptable default behaviour
and now the behaviour is hidden behind a flag for server owners
who are OK with taking a hit on saves (although SSDs will not have
this issue remotely as bad, since most of the time was spent seeking).
It is possible for a container to be brought into the world pre-filled
in place event (thanks NBT!). When the blockplacevent(s) are cancelled
their blockstate is updated in OBC. This triggers them to drop their
inventories.
Rather than screwing with the update method which is used elsewhere, we
can simply clear any inventories once we are told that a plugin intends
to cancel the interaction.
Fixes GH-1831
While it wasn't really "broken" before, if plugins use NMS
(which they really should't be) and mess with entity management
themselves, and get it wrong, they could ultimately corrupt our
state expectations.
I've been unable to reproduce any issues locally, but these changes
are the result of me analyzing the code pretty deeply and seeing
about how to make it more durable to abnormal usage.
Any servers seeing oddities, please run with -Ddebug.entities=true
and send me any logs triggered.
Why are plugins accessing this?! Whhhhy?!
For any plugin developers reading this, this are methods in World
specifically for adding entities to the world, aptly called spawnEntity
Previously we would write to header before writing our chunk data,
which opens a window for corruption (or we would overwrite entirely).
Now the saving process has been changed to follow this chain of events:
1. We always allocate a new space to write so we do not potentially
overwrite and corrupt the current data
2. Write the chunk data first (the order of the fields in
the chunk data isn't relevant though)
3. Flush to disk
4. Write to the region header last
5. Flush to disk
6. Then we free the previous space allocated
With this chain of events it is impossible for a chunk write to corrupt
a region file, unless the operating system has lied and we have NOT flushed
to disk.
However server administrators are still recommended to continue performing
regular backups.
Note that when Mojang finally decides to change their region format
to deal with oversized chunks this patch must be changed to deal with
whatever system they decide to impose.
We also make use of two flushes to disk per chunk save (to ensure
ordering and ensure data has gone to disk), so this will negatively
affect save performance.
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:
7634491f Added Entity#setRotation.
CraftBukkit Changes:
0e1cea5a Added Entity#setRotation.
Plugins that rely on the async login event to fire can miss the event
if a player tries to log in before the server has loaded.
The solution is to simply block the event threads from executing until
the server has loaded. This will not have an adverse affect on logins
since the event threads are cached and are only used for executing events
asynchronously.
We pretty much reverted most of Spigots changes here as ours is better.
I guess least Spigot is trying to get closer to us? but missed..
CraftBukkit Changes:
0bf75bbd SPIGOT-4686: Enchantment ordering nondeterministic
Spigot Changes:
f09662d0 Rebuild patches
This is caused due to the DimensionManager in CB worlds not being
registered by NMS, we fix this by copying CBs behavior of using the
world providers DimensionManager, vs using the actual dimension manager
of the world
Now decounts entities that got name tagged or persistent state changed.
Removes a bad CB check that ignored some persistent mobs persistence state.
Vanilla code explicitly only cares 'is this mob persistent?' and if
it is, it is not counted. CB should not of been checking its type state.
Fixes#1922
removes Mineshaft loading legacy as we had pre 1.13.2 to avoid managing
that very large data file from legacy systems.
Previous to 1.13.2 these data files were never loaded to begin with, so they
effectively do not contain valid/relevant data.
These files take a long time to convert on large worlds and crashes the server.
Additionally, cache the result of a file being missing so we don't keep spam checking it.
This code could get hit by many threads at once, causing multiple
chunk loads to convert legacy data, leading to all sorts of fun.
Additionally, go ahead and preload it async on world load.
Instead of allocating a buffer for every chunk compression, reuse
the same 64k sized buffer.
Also stopped doing dynamic compression levels. It wasn't helping enough.
This will improve memory usage and zlib performance of chunk compression.
Exposes a mutable array on items a player should keep on death.
This allows a cleaner method to implement "Keep certain items on death"
than how plugins currently do it in that it never removes them in first
place, so its safe if the player logs out/server is shutdown before respawn.
Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4
getting lots of bug reports on light. just going to drop this even though
I really don't see how it could be the source due to my understanding of
the games light engine...
Fixes#1920
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:
4c8327f7 SPIGOT-4673: EntitySpawnEvent should not be called for players
Spigot Changes:
5629554b Rebuild patches
Use O(1) patterns for mapping conversions to improve plugin performance.
Optimize collections used by legacy plugin conversion
This should improve plugin performance across the board
on Paper for both Modern and Legacy Plugins.
Also log how long building those tables takes...
PlayerList#moveToWorld already untracks the player from the player list,
meaning that we do not need to worry about this untracking players
who've left the world, The server also untracks a player during
disconnect, handing yet another case.
If we don't need to untrack players who've left the world, it should be
reasonably save to do this, as we're not going to be performing any
server->client updates here, which is what this code is intended to do,
and all players should be untracked.
turning this to true allows 1 player to deny other players the ability
to have mobs spawn. It really is a bad idea and reverts back to iffy
mob spawn limits where mob farms in the world stops natural spawns
from occuring.
Really recommend resorting to different solutions than ever using this config.
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:
451bd74e Use gson for decoding version command
CraftBukkit Changes:
51100db8 SPIGOT-4678: Fix placing signs in certain circumstances
This resolves the super common complaint about mobs not spawning.
This was ultimately a flaw in the vanilla count algorithim that allows
spawners and other misc mobs to count against the mob limit, which are
not bounded, and can prevent the entire world from spawning new.
I believe Bukkits changes around persistence may of actually made it
worse than vanilla.
This should fully solve all of the issues around it so that only natural
influences natural spawns.
Allows you to return the SpawnReason for why an Entity Spawned
Pre existing entities will return NATURAL if it was a non
persistenting Living Entity, SPAWNER for spawners,
or DEFAULT since data was not stored.
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
Developers!: You will need to clean up your work/Minecraft/1.13.2 folder
for this
Also, restore a patch that was dropped in the last upstream
Bukkit Changes:
279eeab3 Fix command description not being set
96e2bb18 Remove debug print from SyntheticEventTest
CraftBukkit Changes:
d3ed1516 Fix dangerously threaded beacons
217a293d Don't relocate joptsimple to allow --help to work.
1be05a21 Prepare for imminent Java 12 release
a49270b2 Mappings Update
5259d80c SPIGOT-4669: Fix PlayerTeleportEvent coordinates for relative teleports
Spigot Changes:
e6eb36f2 Rebuild patches
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
Please note that this build includes changes to meet upstreams
requirements for nullability annotations. While we aim for a level of
accuracy, these might not be 100% correct, if there are any issues,
please speak to us on discord, or open an issue on the tracker to
discuss.
Bukkit Changes:
9a6a1de3 Remove nullability annotations from enum constructors
3f0591ea SPIGOT-2540: Add nullability annotations to entire Bukkit API
CraftBukkit Changes:
8d8475fc SPIGOT-4666: Force parameter in HumanEntity#sleep
8b1588e2 Fix ExplosionPrimeEvent#setFire not working with EnderCrystals
39a287b7 Don't ignore newlines in PlayerListHeader/Footer
Spigot Changes:
cf694d87 Add nullability annotations
CraftBukkit already checks that we're not trying to copy data
back to the same snapshot, reverting this fixes the ability to
properly update non-snapshot blockstates
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:
f102d882 SPIGOT-4647: Properly cancel VehicleDamageEvent
ec17d07d Use getBukkitEntity for ExplosionPrimeEvent instead of creating new one
Fixes GH-1887
Prior to this change, the lastTick value for zombies would be set to
their initial spawn tick. This caused the drowned conversion process to
immediately occur rather than observing the vanilla delay.
Easy fix, just make sure its set again when the process actually starts.
And no, this change has absolutely nothing to do with the other thing.
That's been fixed and remains fixed.
Mojang stored whitelist state in 2 places (Whitelist Object, PlayerList)
some things checked PlayerList, some checked object. This moves
everything to the Whitelist object.
I really don't know how this could break things with light, but wanted to
let it be an option so we can try turning it off to fix some light bug reports
Also adds a limit to stop sending Sign data to client after 500
signs per chunk to limit client lag.
Use -DPaper.excessiveSignsLimit=500 to configure that limit, or -1
to disable the limit and let your players be abused.
fixes#1878
now 80 chars counts multi sized code points the same so 80 chinese
characters would be allowed too.
Removed outbound limit as it doesn't solve the chunk oversize problem.
proper fix for chunk sending in another patch next.
we missed something in updating this patch and accidently left
hashCode as a 0 value. This caused a pretty nasty performance hit
for BlockStateEnum instances as they would be all a hash collision.
This update fixes that and also promotes the optimizations to cover
ALL cases of Block States, not just enums.
While mojang cached hashCode in 1.13, we can still just use a simple
large prime based hashCode that auto increments guaranteeing no overlap.
Additionally, replace all equals with an identity check.
modified clients can send abnormally large data from the client
to the server and it would get stored on the sign as sent.
the client can barely render around 16 characters as-is, but formatting
codes can get it to be more than 16 actual length.
Set a limit of 80 which should give an average of 16 characters 2
sets of legacy formatting codes which should be plenty for all uses.
This does not strip any existing data from the NBT as plugins
may use this for storing data out of the rendered area.
it only impacts data sent to and from the client.
Set -DPaper.maxSignLength=XX to change limit or -1 to disable
per feedback from @liach about a bug with vanillas previous logic
that we essentially just reverted to. complex recipes could run into
cases where a recipe that does have enough items can be unsatisfied
if the items are in certain orders, making them not truely shapeless.
this scenario doesn't occur in vanilla, but users can load custom recipes.
this improves the logic to do some sorting on the lists to improve
chances of matching the recipes harder ingredients before the easier
to satisfy ingredients.
the likelyhood of someone adding a recipe that still fails this is too
extreme to care about. i doubt mojangs implementation is perfect either.
we can improve this logic more later if we actually get bug reports on it.
Mojang implemented Shapeless different than Shaped
This made the Bukkit RecipeChoice API not work for Shapeless.
This reimplements vanilla logic using the same test logic as Shaped
Adds an event for when the server is going to destroy a current block,
potentially causing it to drop. This event can be cancelled to avoid
the block destruction, such as preventing signs from popping when
floating in the air.
This can replace many uses of BlockPhysicsEvent, as this will not fire
with the same velocity as BPE.
Also fixes build as a result of an upstream force push
--- work/Bukkit
Submodule work/Bukkit 217dc08d..d13fdf8c:
> SPIGOT-4637: Add source block to BlockPhysicsEvent.
--- work/CraftBukkit
Submodule work/CraftBukkit acbba8ba..cb98c6ea:
> Fix line endings in CraftDefaultPermissions
> SPIGOT-4637: Add source block to BlockPhysicsEvent.
--- work/Spigot
Submodule work/Spigot 75ee78a0c...4165cd8f4 (commits not present)
> (Manually Added) - Appears to be a result of an upstream force push
> (Manually Added) - Changed: SPIGOT-4636: Add creative mode NBT permissions
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:
acbba8ba SPIGOT-4635: Restore shield damage sound
While these logs indicate something is 'off', we've had no reports
of visible 'issues' with entities, and no one is going to take the
time to debug this farther, so just getting rid of the logs so it's
like its never happening!
Ignorance is bliss.
This was a useless exception wrapper that ends up making
stack traces harder to read as well as the JVM cutting off
the important parts
Nothing catches this exception, so its safe to just get rid
of it and let the REAL exception bubble down
Upstream has released updates that appears to apply and compile correctly.
This update has only been PARTIALLY tested by PaperMC and as with ANY update, please do your own testing
I've tested basic region file saving as well as our oversized chunks approach.
Bukkit Changes:
e167e549 Clarify MerchantInventory#getSelectedRecipe.
3a1d5b8f Apply default permissions by registration order.
c64cc93f Make tags Keyed
ec037ed7 Added a method to get a list of tags
bfb6ef86 Introduce rotation methods to the Vector class
fc727372 Remove draft API from FluidLevelChangeEvent
CraftBukkit Changes:
6430d9c0 SPIGOT-4632: BlockState location is not fixed
14cd1688 Fix CraftInventoryMerchant#getSelectedRecipe if there is no active merchant recipe.
c24abab7 Load custom permissions after default permissions.
bc99dfe8 Make tags Keyed
6fce004f Added a method to get a list of tags
Spigot Changes:
e5e5c7c6 Allow Saving Large Chunks
e8d3881c Rebuild patches
Please test this build on a local TEST SERVER before sending to your live server!
PaperMC is not responsible for any data loss to your chunks.
-------------------------------------------------------------------
The Minecraft World Region File format has a hard cap of 1MB per chunk.
This is due to the fact that the header of the file format only allocates
a single byte for sector count, meaning a maximum of 256 sectors, at 4k per sector.
This limit can be reached fairly easily with books, resulting in the chunk being unable
to save to the world. Worse off, is that nothing printed when this occured, and silently
performed a chunk rollback on next load.
This leads to security risk with duplication and is being actively exploited.
This patch catches the too large scenario, falls back and moves any large Entity
or Tile Entity into a new compound, and this compound is saved into a different file.
On Chunk Load, we check for oversized status, and if so, we load the extra file and
merge the Entities and Tile Entities from the oversized chunk back into the level to
then be loaded as normal.
Once a chunk is returned back to normal size, the oversized flag will clear, and no
extra data file will exist.
This fix maintains compatability with all existing Anvil Region Format tools as it
does not alter the save format. They will just not know about the extra entities.
This fix also maintains compatability if someone switches server jars to one without
this fix, as the data will remain in the oversized file. Once the server returns
to a jar with this fix, the data will be restored.
If anything throwable is thrown, be sure its caught too.
Because I totally did new Error() out of javascript habit...
This ensures that chunk loading process cant get stuck due to uncaught errors
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:
a8887389 Make AreaEffectCloudApplyEvent cancellable
CraftBukkit Changes:
a2dd0e30 SPIGOT-4615: Missing target event for withers
b26fb374 Update outdated spigot link
2b1940ae Make AreaEffectCloudApplyEvent cancellable
if a chunk load was cancelled after generating stage started
it would short circuit return with a null.
however this skipped the creation of the loadTask, which some code
would then invoke in requestChunk and trigger an NPE.
This then likely left an incomplete corrupt request in the chunk map
which then crashes servers.
It should fix these isseues
Fixes#1775Fixes#1743
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:
43b46cbd SPIGOT-4608: Improve quality of MapMeta APIs
CraftBukkit Changes:
c7ba9790 Fix incorrect method descriptor in previous commit
3d19f011 SPIGOT-4608: Improve quality of MapMeta APIs
This doesn't result in the same behavior as other entities and causes
several problems. Anyone ever complain about the "Cannot send chat
message" thing? That's one of the issues this causes, among others.
If a plugin developer can come up with a valid reason to call this on a
Player we will look at limiting the scope of this change. It appears to
be unintentional in the few cases we've seen so far.
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:
bb813f6f SPIGOT-4605: Warn against hacking physics
CraftBukkit Changes:
2ced0233 Don't handle sync packets for kicked players
d5e96882 SPIGOT-4602: Cache reflection in decompile error workaround
Spigot Changes:
b0f4c22b SPIGOT-4605: Catch more physics problems
There is an explicit check in the handling code for empty pistons that
prevents sticky pistons from firing the event. However when we look back
at the history we see that this check was originally added so that ONLY
sticky pistons would fire the retract event. I'm not sure why.
1092acbddf
Over the course of several updates, the meaning of that field appears to
have changed from "is NOT sticky" to "is sticky". So now its having the
opposite effect. Only normal pistons fire the retraction event. And like
all things in CB, it's just been carried around since.
If we are to believe the history, the correct fix for this issue is to
flip it so it only fires for sticky pistons, but that puts us in a
bind. It's already firing for non-sticky pistons, changing it now would
likely result in breakage. Furthermore, there is little documentation as
to WHY that was ever intended to be the case.
Instead we opt to remove the check entirely so that the event fires for
all piston types.
Fixes GH-1829
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:
3108e64a SPIGOT-4193: API for selecting entities by strings
CraftBukkit Changes:
ad6070df SPIGOT-4193: API for selecting entities by strings
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:
d58803c2 SPIGOT-4597: Make BlockDropItemEvent use a list
d450fdf1 Add note about Maven repository usage to pom.xml
CraftBukkit Changes:
ed274c51 SPIGOT-4597: Make BlockDropItemEvent use a list
1734f378 SPIGOT-4598: Shift click on custom workbench inventory causes crash
a65b73ad Add note about Maven repository usage to pom.xml
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:
60268ac8 Recipe choice lists should be copied once handed over to Bukkit
7ab335f2 Consistent multiple choice APIs for RecipeChoice.
2b6f3d7f SPIGOT-4586: Change PotionEffectType#value to not include null
CraftBukkit Changes:
2aba349f Need to update item in hand if fish bucket pickup cancelled
b634e059 SPIGOT-4591: Must mark itemstacks as dirty in case the handle itself changed
1748af89 Consistent multiple choice APIs for RecipeChoice.
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:
d38ac1be Update compiler
2844ce20 Add CookTimeTotal API to Furnace
CraftBukkit Changes:
13f71402 Update compiler
61c762f4 Add CookTimeTotal API to Furnace
While this posed no issues in testing, this is the only behavioral
difference which might explain some increased reports in missing
chunks on the client
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:
c64197df SPIGOT-4584: Call events for hatching turtle eggs
f54588bd Add some missing vanilla tags
dacf8f8d Fix stray asterisk in BukkitScheduler javadocs
CraftBukkit Changes:
7fc66b28 Fix minecraft.command.selector permission
47b06d5b SPIGOT-4584: Call events for hatching turtle eggs
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:
18cda936 Fix variant of unloadChunkRequest that was incorrectly never deprecated
00763e1b Deprecate some methods
35a83d54 SPIGOT-4572: Make default no permission message clearer
6163343d Fix some misplaced material enum entries
8736469c Fix typo in TechnicalPiston documentation
CraftBukkit Changes:
0c715b32 SPIGOT-4579: Shulker boxes not dropping in creative
50fbc3f1 SPIGOT-4576: Fix attributes in itemstack internal data being lost
8059a937 SPIGOT-4577: Fix loss of int/double custom tags when serialized to yaml
07e504c3 Clarify exception thrown when setting drop chance for player inventory
98b862ad Fix duplicate iron golem add
843cee65 Fix a bunch of duplicate EntityCombustEvent calls
43855624 SPIGOT-4571: EntityCombustEvent not firing for phantoms
Fixes GH-1749
Setting the new default to load chunk edge neighbors may have unintended
side-effects so feedback will be important. Specifically, if you're not
using the asynchronous chunk loader, you should probably switch to mode
2 (WAIT)
Old users will be migrated automatically if: You're using engine mode 1
(HIDE) and you're using chunk-edge-mode 1 (DEFAULT). Other users will
not be migrated.
Thanks @stonar96
The multibyte calculation has been fixed, now we actually work out which
characters take more than a byte.
Diminishing returns has been modified, previously the multiplier would zero
itself out due to floating point limitations
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:
d4e8c8b3 SPIGOT-4570: Add FluidLevelChangeEvent
CraftBukkit Changes:
9dc56581 SPIGOT-4570: Add FluidLevelChangeEvent
b15abb12 SPIGOT-4566: Don't special case NETHER_PORTAL teleport reason from plugins
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:
6de6ac4a BlockDropItemEvent should refer to getBlockState rather than getBlockData
2b555a75 Fix BlockDropItemEvent for Skulls and Shulker Boxes
CraftBukkit Changes:
f17d591c Fix BlockDropItemEvent for Skulls and Shulker Boxes
Spigot Changes:
f56e2e78 Catch async recipe add
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:
5b680f0b Note maximum objective score length in documentation
CraftBukkit Changes:
5932f8a7 Load default world spawn areas in consistent order
3a5dc78f Fix confusing migration message appearing on fresh server
516a408f Remove redundant CraftBukkit change for secondary world data
73a2c749 Process conversation input on the main thread.
100c3f07 Cap Objective Score Length
6e842759 Cross World Entity Teleportation
7deba1c6 Check for blank OfflinePlayer Names
f2746a5e Descriptive kick reasons instead of Nope!
b0212308 Cap Channel Registrations
a610dcd8 Identify CraftScheduler threads with useful names
Spigot Changes:
19c3c5a5 Rebuild patches
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:
79f6ba25 Skip tests on default builds
b85cc32f Further discourage World.regenerateChunk
CraftBukkit Changes:
7560d3b5 Skip tests on default builds
d0a9130d SPIGOT-4563: Fix regenerating chunks saved to disk already
Spigot Changes:
8173d06f Remove need for redundant second clone of repositories
8ede0393 Rebuild patches
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:
6ffe5a68 Add RecipeChoice.ExactChoice API for NBT matches on ingredients
ffccf6b7 SPIGOT-4560: Add HumanEntity.sleep and related APIs
CraftBukkit Changes:
917411fd Remove redundant BlockPosition creation from sleep API
756c38d1 Add RecipeChoice.ExactChoice API for NBT matches on ingredients
8e65d8df SPIGOT-4560: Add HumanEntity.sleep and related APIs
a8382862 SPIGOT-4562: reducedDebugInfo not updated on world change
Currently OfflinePlayer#getLastPlayed could more accurately be described
as "OfflinePlayer#getLastTimeTheirDataWasSaved".
The API doc says it should return the last time the server "witnessed"
the player, whilst also saying it should return the last time they
logged in. The current implementation does neither.
Given this interesting contradiction in the API documentation and the
current defacto implementation, I've elected to deprecate (with no
intent to remove) and replace it with two new methods, clearly named and
documented as to their purpose.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Warning: this commit contains more mapping changes from upstream, As always, ensure that you
have working backups and test this build before deployment; Developers working on paper will,
yet again, need to delete their work/Minecraft/1.13.2 folder
Bukkit Changes:
7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations
15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables
5d2a10c5 SPIGOT-3747: Add API for force loaded chunks
d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent
771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement
55462509 Add InventoryView#getSlotType
2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API
f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent
ccb85808 Define EntitySpawnEvent
b8cc3ebe Add PlayerItemDamageEvent
184a495d Ease ClassLoader Deadlocks Where Possible
11ac4728 Expand Boolean Prompt Values in Conversation API
aae62d51 Added getAllSessionData() to the Conversation API.
9290ff91 Add InventoryView#getInventory API
995e530f Add API to get / set base arrow damage
CraftBukkit Changes:
c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events
5be2ddcb Replace version constants with methods to prevent compiler inlining
a5b9c7b3 Use API method to create offset command completions
2bc7d1df SPIGOT-3747: Add API for force loaded chunks
a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent
b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock
79ded7a8 SPIGOT-1811: Death message not shown on respawn screen
b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory
0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement
2b2d084a Add InventoryView#getSlotType
01a9959a Do not use deprecated ItemSpawnEvent constructor
9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event
963f4a5f Add PlayerItemDamageEvent
63db0445 Add API to get / set base arrow damage
531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins
d05c8b14 Mappings Update
bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots
Spigot Changes:
518206a1 Remove redundant trove depend
1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255
29ab5e43 SPIGOT-3661: Allow arguments in restart-script
7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots
82e117e1 Squelch "fatal: Resolve operation not in progress" message
0a1a68e7 Mappings Update & Patch Rebuild
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:
0969eedc Clarify furnace burn time behaviour as per SPIGOT-844
16453bfd SPIGOT-4503: Add API to insert complete ItemStack into Jukebox
CraftBukkit Changes:
dff66dfc Reduce copying of positions from block states
91cae6ef SPIGOT-4387: Durability looping from cancelled BlockPlaceEvent
24c5e68c SPIGOT-4493: Allow burnt out furnaces to remain lit like Vanilla whilst retaining SPIGOT-844 API
bc943daf Fix Jukebox API not synchronizing playing data with state
fe89a8c1 SPIGOT-4503: Add API to insert complete ItemStack into Jukebox
fc102494 Make CraftBlockState use BlockPosition
89ab4887 SPIGOT-4543: Jukebox playing calls should not use legacy data
6ff5a64c SPIGOT-4541: Cancelled bucket events require inventory update
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:
78568d11 Tweak Block.getTemperature to return actual block temperature
9ad459ca SPIGOT-2151: Add support for getting simple bounding box of a block
ad28b19f Add BlockData#getAsString(boolean) to hide unspecified states
CraftBukkit Changes:
1b982fd6 Tweak Block.getTemperature to return actual block temperature
f55c8191 SPIGOT-2151: Add support for getting simple bounding box of a block
4b843638 Add BlockData#getAsString(boolean) to hide unspecified states
Spigot Changes:
573cdf2c BUILDTOOLS-425: Disable commit.gpgSign in applyPatches.sh
667bdd6b Deprecate Spigot version of Entity.isInvulnerable
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:
bb6f384a SPIGOT-4534: Only call event for new chunks
Developers!: You will need to clean up your work/Minecraft/1.13.2 folder for this
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:
b850a822 SPIGOT-4526: Add conversion time API for Zombie & subclasses
CraftBukkit Changes:
38cf676e SPIGOT-4534: CreatureSpawnEvent not being called for CHUNK_GEN
b446cb5d SPIGOT-4527: Fix sponges with waterlogged blocks
6ec8ea5c SPIGOT-4526: Add conversion time API for Zombie & subclasses
c64fe508 Mappings Update
a3c2ec03 Fix missing ServerListPingEvent call for legacy pings
Spigot Changes:
1dc156ce Rebuild patches
140f654d Mappings Update
Portion of diff was dropped in the mappings update commit.
Also remove the option to remove invalid statistics. The server will
automatically do this now as of... 1.13?, our option wasn't even doing anything.
* Add PlayerConnectionCloseEvent
This event is invoked when a player has disconnected. It is guaranteed that,
if the server is in online-mode, that the provided uuid and username have been
validated.
The event is invoked for players who have not yet logged into the world, whereas
PlayerQuitEvent is only invoked on players who have logged into the world.
The event is invoked for players who have already logged into the world,
although whether or not the player exists in the world at the time of
firing is undefined. (That is, whether the plugin can retrieve a Player object
using the event parameters is undefined). However, it is guaranteed that this
event is invoked AFTER PlayerQuitEvent, if the player has already logged into
the world.
This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
been invoked beforehand, and this event may not be called in parallel with
AsyncPlayerPreLoginEvent for the same connection.
Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
PlayerConnectionCloseEvent is never called.
The event may be invoked asynchronously or synchronously. As it stands,
it is never invoked asynchronously. However, plugins should check
Event#isAsynchronous to be future-proof.
On purpose, the deprecated PlayerPreLoginEvent event is left out of the
API spec for this event. Plugins should not be using that event, and
how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
is undefined.
Replaces the "use-chunk-inhabited-timer" config option with the options
"use-fixed-chunk-inhabited-time" and "fixed-chunk-inhabited-time".
When using "use-fixed-chunk-inhabited-time=false" everything will be the
same like it was with "use-chunk-inhabited-timer=true".
When using "use-fixed-chunk-inhabited-time=true" and
"fixed-chunk-inhabited-time=0" everything will be the same like it was
with "use-chunk-inhabited-timer=false".
Instead of just using 0 when all chunks should be treated equally this
allows to fine-tune vanilla gameplay.
Allows access to some offline player properties even when there
are no worlds loaded. This is typically a rare occurrence but
probably one that should be covered as best we can.
Fixes GH-1701
Note to other developers: This commit may require you to wipe your
workspace as a result of the changes to BD.
--- work/BuildData
Submodule work/BuildData f527a8ff..d56672db:
> Mappings Update
--- work/Bukkit
Submodule work/Bukkit 0c1d258bb..db06c80d7:
> Add list of entities to EntityTransformEvent
> SPIGOT-4347: Add API to allow storing arbitrary values on ItemStacks
---work/CraftBukkit
Submodule work/CraftBukkit 6a398ac44..068dab5be:
> Enable optional source JAR shading via profile shadeSourcesJar
> Use ImmutableList rather than AbstractList for CraftMetaBook
> Fix setRecipes(List) not setting Knowledge Book recipes.
> Mappings Update
> Add list of entities to EntityTransformEvent & move die calls
> SPIGOT-4347: Add API to allow storing arbitrary values on ItemStacks
> Add Vanilla help to default permissions
--- work/Spigot
Submodule work/Spigot a1f2566f6..e769fe4d9:
> Mappings Update
> Rebuild patches
This patch aims to ensure that MCP World#getNearestAttackablePlayer
will not trigger chunk loads due to PathfinderGoalNearestAttackableTarget
performing a ray trace operation by pre-checking the maximum limit;
Given that the implementation shows that the limit should only ever
decrease when set, allowing us to skip further checks earlier on
when looking for an attackable entity
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:
9a793cce Remove no longer applicable caveats to setPlayerListName
7137829e SPIGOT-4496: Undeprecate MapView.getId and make int
de33ade0 Remove some draft API designations
a35fa838 SPIGOT-4472: Add Consumer scheduler methods
CraftBukkit Changes:
8cd538e6 SPIGOT-4498: Crash on startup
b4ee04ba SPIGOT-4496: Undeprecate MapView.getId and make int
ec937d0e SPIGOT-4472: Add Consumer scheduler methods
Spigot Changes:
a1f2566f Use monotonic time for watchdog
bc4adcbf SPIGOT-4498: Crash on startup
bb387e6c Rebuild patches
Now properly serializes and deserializes, is factored into hashcodes and
equality checks, etc
Deprecates the old Material based system and replaces it with a new one
based around NamespacedKeys and NamespacedTags. This allows the API to
extend beyond vanilla and Material enum based properties to datapack
based tags and elements.
Fixes GH-1635
Entities must be dismounted before teleportation in order to avoid
multiple issues in the server with regards to teleportation, shamefully,
too many plugins rely on the events firing, which means that not firing
these events caues more issues than it solves;
In order to counteract this, Entity dismount/exit vehicle events have
been modified to supress cancellation (and has a method to allow plugins
to check if this has been set), noting that cancellation will be silently
surpressed given that plugins are not expecting this event to not be cancellable.
This is a far from ideal scenario, however: given the current state of this
event and other alternatives causing issues elsewhere, I believe that
this is going to be the best soultion all around.
Improvements/suggestions welcome!
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:
e4183e70 SPIGOT-4491: Fix InventoryMoveItemEvent causing repeated events
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:
689f1565 SPIGOT-4487: Clarify PlayerInteractEvent docs
01ffd1c7 Add Player to BlockCanBuildEvent
CraftBukkit Changes:
1cac9d4f Add Player to BlockCanBuildEvent
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:
b1d149cf SPIGOT-4489: NOTE_BLOCK incorrectly has BlockStateMeta
Entities must be dismounted before teleportation in order to avoid
multiple issues in the server with regards to teleportation, while
we now lose the ability for plugins to monitor this specific case
of entity dismount, the alternative is that we allow a cancellable
event, but silently ignore the cancelled status, which might cause
further issues for plugins tracking state
Given that nobody can be relying on the Cancellable state of those
events during teleportation due to the issues that arise from this,
this is a small trade off
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:
17ff1e04 SPIGOT-4483: Missing EntityInteractEvent call for zombies on eggs
--- work/Bukkit
Submodule work/Bukkit 1627782b..67e91ef7:
> Fix some incorrectly handled JavaDoc
> SPIGOT-4478: Update PlayerLoginEvent docs
> Add API to manipulate boss bar of entities and those created by commands
--- work/CraftBukkit
Submodule work/CraftBukkit ca22de36..3a911828:
> SPIGOT-4477: Arrows only firing direction of boat
> SPIGOT-4478: NPE during PlayerLoginEvent recipe manipulation
> Add API to manipulate boss bar of entities and those created by commands
--- work/Spigot
Submodule work/Spigot 2474d93d..947a8e7f:
> Rebuild patches
This patch, while would have been nice, would just take too much
in order to re-implement it to retain and handle all of the state
changes possible, and complicates retaining state properly
Fix SpongeAbsortEvent handling
Only process drops when the block is actually going to be removed
Upon "real world testing", there was needed and unimplemented methods
on BlockStateListPopulator; This commit (which should fix#1663) aims
to improve the coverage of this class.
We should aim to look into expanding this class down the line, or aim to
improve the servers ability to capture these changes
This restores monster aggression range back to normal when
Activation Range is less than the monsters aggression range.
This allows an entity to try to acquire targets still during
inactive ticks, which will also then let it go into immunity stage.
extends BlockStateListPopulator to suppport checking block types in the
physical world it's representing, allowing for blocks making modifications
to the world to maintain proper state.
This change allows ArmorStands with ticking disabled to visually update
their equipment and pose properly.
Given the wide range of usage of ArmorStands, I have not changed
their tick loop when their tick is enabled as usual. Doing so may
likely gains in the future, though additional testing would be
needed to ensure nothing breaks.
Fixes GH-1593
Per MC-138093 comments, ForkJoinPool uses unlimited threads if
parallelism is ever 1. A 2 core machine will end up with 1
with the change I had previously made, so bumped the min
to 2 so we will never trigger the unlimited thread situation.
This aligns the min back with Spigot, but allows use of more
threads on systems with more cores.
Upstream removed the ability to consistently use a custom InventoryHolder,
However, the implementation does not use an InventoryHolder in any form
outside of custom inventories.
We can take that knowledge and apply some expected behavior, if we're given
an inventory holder, we should use it and return a custom inventory with the
holder, otherwise, create an inventory backed by the intended inventory, as
per upstream behavior.
This provides a "best of both worlds" scenario: plugins with InventoryHolder's
will always work as intended in the past, those without will create implementation
based inventories.
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:
e693496c SPIGOT-4467: Improve ExpiringMap
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
Spigot Changes:
2474d93d SPIGOT-4462: Catch async chunk regenerate
Splits time updates into incremental updates as well as does
the updates per world, so that we can re-use the same packet
object for every player unless they have per-player time enabled.
Fixes some bugs with urgent priority, improves priority all
around to optimize blocking chunk requests as much as possible.
fixes casing on the -Dpaper.maxchunkthreads to now be -Dpaper.maxChunkThreads
adds -Dpaper.genThreadPriority=3 -Dpaper.loadThreadPriority=4
lowering thread priorities will help ensure main has more
priority over chunk threads
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:
9d0221aa API to get client side view distance.
9be7f0ea SPIGOT-4395: Additions to PlayerBedEnterEvent.
01e534c6 Minor cosmetic cleanups to imports etc
CraftBukkit Changes:
96c461b3 API to get client side view distance.
e2785f4e Remove note about development build
a8000588 SPIGOT-4395: Additions to PlayerBedEnterEvent.
Spigot Changes:
117d4f7e Rebuild patches
Optimizes small movements by entities by merging the movement
into the entities next larger movement, until enough movement
velocity has been hit.
This reduces collision detection and able to reduce movement
cpu cost by 5-7%.
The default option of 0.75 seems to provide all the gains without
any noticable behavior change to entity movement.
We have to exclude slimes due to weird jumping animation bugs.
When an itemstack runs out of durability, the amount is reduced to
0 which then marks the item as invalid. This causes the last unit
of durability to not apply enchantments as the enchantment level
check sees the item as a dud.
keep the clone of the item used to a non empty value so it represents
the item used.
Fixes some bugs with urgent priority, improves priority all
around to optimize blocking chunk requests as much as possible.
fixes casing on the -Dpaper.maxchunkthreads to now be -Dpaper.maxChunkThreads
adds -Dpaper.genThreadPriority=3 -Dpaper.loadThreadPriority=4
lowering thread priorities will help ensure main has more
priority over chunk threads
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:
aed3aecb Make natural item dropping mimic Vanilla
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:
98d3f031 SPIGOT-4376: Add draft BlockDropItemEvent
CraftBukkit Changes:
1057710a SPIGOT-4376: Add draft BlockDropItemEvent
Removes the paperclip Java 9+ warning and replaces it with general
JVM and Host OS information that will be more useful in finding issues
for end users and ourselves.
Also removes the "for development only" 1.13 warning that everyone has
been ignoring completely anyway.
A chunk load on the main thread will be added to the high priority queue, however, due to existing work on this queue, there was no guarantee that the load would occur within a reasonable amount of time, potentially causing a server to crash while waiting for a chunk in the queue
In order to counteract this, a new urgent priority has been added, allowing us to prioritize these tasks over standard chunk gen/loading
(#1625#1615#1575#1558 (and probably more))
Changes upstream moved this to a profile a while back, however,
when updating (for some unknown reason) I kept it enabled by default,
however, leaving this enabled breaks building the server in newer
versions of java, which while this wasn't a concern before, is now
an issue for users.
Spigot capped it to 2 threads. This bumps it back up to do
maxcores -2 with a max cap of 6.
A typical 4C8T system can use 6 threads and be done in 6 seconds.
Server owners can use system property to override, but this
improves the default.
this should provide a pretty good across-the-board performance
improvement for the entire server, as it's very common for code
to check if (isLoaded(x, z)) { then do something on that chunk }
Previously, containsKey would not read or set the last access cache
By making it do get() != null, we gain the benefits of last access
and also improves thread safey for async isLoaded checks
This exact usage scenario is used in Entity movement, so that alone
saves us up to 5%~ of CPU time for Entity movement.
it used public method instead of private, and moved to world config
also improved the implementation to not use obfuscated stuff
Also removed the Fix Double chest conversion patch since its
fixed in other ways in vanilla
It is not immediately clear how these characters ended up on signs in
previous versions. It is clear, however, that they now render as empty
unicode boxes in 1.13, whereas previously they rendered as invisible
characters.
When these signs are loaded in versions after this commit, these
characters from the private use area of the Unicode block will be
stripped. The sign will then be marked to ensure this conversion only
runs once.
There is a flag -DPaper.keepInvalidUnicode=true that can be used if you
do not want us to strip these characters from your signs, though I can
think of no reason to use it.
Fixes GH-1571
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:
a639ae44 Remove outdated build delay.
The item tag is stored before executing the interaction and restored before handling the
resulting events. If the event was not canceled and the ItemStack is not modified in the
event, the new tag is set back to the new one afterwards. This is similar to the handling
of the item amount.
This fixes a bug where tools lose durability when the interaction is canceled and another bug
where tools become completely repaired when they should break but the interaction was canceled.
This will provide quite a major performance boost by avoiding
synchronizing on EVERY chunk lookup.
Synchronize, even without contention, incurs processor cache flushes.
Considering this is the 2nd hottest method in the code base, lets
avoid doing that...
Additionally, chunk conversion operations were occuring while
under synchronization which lead to deadlocks.
Now the conversion will occur outside of the lock, and fix
that issue, resolving #1586
Note, that the chunk map is still thread safe for get operations!
The chunk map was never intended to be modified async with our
changes, as we post to main to modify the map, however
we do still synchronize for write operations (put, remove)
We also synchronize for async get operations, ensuring that
async gets are safe.
We do not need to synchronize main thread gets as the processor
cache will be insync since the map is only updated on the main thread.
However, if someone does try to delete or put concurrently, we
will force their operation back to the main thread.
While Velocity supports BungeeCord-style IP forwarding, it is not secure. Users
have a lot of problems setting up firewalls or setting up plugins like IPWhitelist.
Further, the BungeeCord IP forwarding protocol still retains essentially its original
form, when there is brand new support for custom login plugin messages in 1.13.
Velocity's modern IP forwarding uses an HMAC-SHA256 code to ensure authenticity
of messages, is packed into a binary format that is smaller than BungeeCord's
forwarding, and is integrated into the Minecraft login process by using the 1.13
login plugin message packet.
Mojang was not checking that the chunk did not overwrite, or
was successfully removed.
We're seeing odd reports in #1561 that indicates issues around
this are having problems.
Say a player shoots an arrow through a nether portal, the game
would lose the shooter for determining things such as Player Kills,
because the entity is in another world.
If the projectile fails to find the shooter in the current world, check
other worlds.
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:
e7ced970 Catch plugins setting null Material or BlockData to blocks
fixes an issue in which thread requests are only processed
for the current provider which can cause a deadlock should
multiple requests exist across providers
These methods are used internally throughout the game for things like spawning mobs during day/night only or making them burn in daylight, etc. Now exposed for plugin usage.
If a chunk load comes in on a chunk load or gen thread,
execute it synchronously on that thread instead of enqueueing it.
It doesn't make sense to enqueue it as that thread is then
going to future.join() it and block until it's ready anyways.
This opens risk to a deadlock if every load or gen thread is
waiting on a recursive chunk but it will never finish because
all of the threads are waiting.
If we identify an invalid offset (negative, or the header sectors),
then back up the region file and erase that specific chunks offset
data.
This will avoid crashing the server with AIOBB errors and also avoids
server owners having to consider the entire region file 'lost'.
I'm not sure what leads to this state, I can only assume write cut
off mid bits.
In this scenario, there is absolutely no way to know where the chunk
actually is in the data file without loading every
single chunk in the file. And even to do that, would be quite extreme
due to the fact the file isn't in some orderly fashion.
Since the file is backed up, the user can use a region fixer tool
externally to try to restore that single chunk. We could even
add a command to restore a chunk from a backup file in a different
commit later on. But this at least prevents the server from crashing.
The server will just generate a new chunk and move on,
after printing an error to the console about it.
Also fixed the case reported in this issue about the server
hanging when a corrupt chunk is encountered, so this issue
is now fully closed.
Resolves#1541
Applied a "Only run this when the blocks are different" to
a place, that apparently must be called even with the same
block but different other data I guess.
This was causing oddness with light data.
Chunk Generation was occuring while inside of the progressCache lock
this caused the progressCache to stay blocked for a long period of time
which then blocked main when main needed to clean the expiring map.
We now maintain a separate map for pending scheduler entries, that
we can join on if a 2nd request comes in while one is starting.
This strategy keeps the lock only for a fraction of time but
maintains thread safety.
So now the chunk is generated without holding a lock and wont
block the main thread on the expiring map as we will insert it
once ready.
1) Removed "Regen" mode of Dupe UUID resolver, forced safe.
Some servers who updated before we had safe mode added still had this value.
There's really no reason to keep this mode, as we've seen that vanilla
triggers this often and 99.9999999% of cases will be an actual duplicate
that needs to be deleted.
2) Made Vanilla Debug messages about dupe UUIDs and dupe uuid resolve messages
only show up if the debug.entities flag is on. This will stop server owners
from panicing from seeing these logs, and stop opening bug reports on this,
only for us to tell you "don't worry about it".
3) Avoid adding entities to world that are already added to world.
This can be triggered by anything that causes an entity to be added
to the world during the chunk load process, such as chunk conversions.
Issue #1544 was a case of this.
4) Removed debug warning about ExpiringMap.
Nothing more I know to do about this anyways. We recover from it,
stop warning to reduce noise of issues to us.
Seems my original pull for this created an unseen bug where the target timer would never run out (the slime would not "forget" it's target over time). Went ahead and fixed that, and made the code more legible by adding the imports.
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:
ee12ca7b Add maximum repair cost API to AnvilInventory
CraftBukkit Changes:
1ceee633 Implement maximum repair cost API to AnvilInventory
This will improve queue times by canceling chunks when a player
leaves the radius of an async loading/generating chunk.
This matches behavior we had pre 1.13 for loading too.
Primarily to update plugins for our fastutil relocation. Can also be
used to do things like debug plugins accessing versioned NMS packages in
an IDE pre-relocate step.
Following this comment on PaperLib, https://github.com/PaperMC/PaperLib/pull/2#discussion_r222761017
I've made non-snapshot TE's not update when they receive the update call. They still do the rest of the update, just not the applying of the TE data. This is to still allow forced physics updates etc. Also in the case of Jukeboxes, updating the properties
improved the water code so that immunity wont trigger if the entity
has the water pathfinder system active, so this improves support
for all entities that know how to behave in water.
Merged 2 EAR patches together, and removed an MCUtil method that
doesnt have a purpose anymore
Anything that posts something to main thread was not
correctly reporting their errors to the logger, passing the
ExecutionExcetion instead of the cause. This resolves that,
as well as patches some simple cases of System.nanoTime where mojang
had used a LongSupplier to use a different method on client.
This update introduces Entity Activation Range for water mobs.
Activation Range has been one of my biggest performance improvements
I ever added to Minecraft, however "Entity is in Water" is an immunity
case that keeps an entity active.
This update ignores the water check for known water based mobs, allowing
them to actually go inactive.
In addition to that, a new config option was added to spigot.yml to go with
the rest of the entity-activation-range options to let you configure
aquatic mobs like fish, squid and dolphins separately.
This should overall fix all lag caused by water mobs.
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:
867794b2 Make setPersistent also control player saving
CraftBukkit Changes:
02518f92 Make setPersistent also control player saving
FileIOThread was using two volatile counters in order to track if
any pending work was in the queue, this causes potential concurrency
issues when this counter is updated from multiple threads, potentially
causing these counters to desync due to the unsafe volatile update
Shared Hosts have been concerned over the increased CPU usage that Async Chunks
has introduced. We understand that shared hosts can't allow 1 client
to abuse the systme resources depriving other servers of cpu time, so we've
added some configs to allow hosts to force some settings.
Hosts, you may set the following SYSTEM ENVIRONMENT VARIABLES (NOT JVM FLAGS)
to change some behavior:
PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=1 - Enable Single Threaded World Generation (capping CPU Usage
PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=2 - Disable Async Chunk Generation - Please do not do this!!!
- Minecraft is moving towards asynchronousm per-world chunk generation itself. You need to prepare
- for this, so please do not disable async chunk generation.
PAPER_ASYNC_CHUNKS_SHARED_HOST_LOAD=# - Where # is Maximum number of threads to use on Chunk Loading
- This is a max, so your end user can reduce it more too. I suggest no lower than 2. Minimum is 1.
- These are usually much faster request, so outside of loading entire worlds, They usually do not
- get as much load. Paperby default uses CPU Core count * 1.5, so this may default to a higher value
- on shared host and you should override it with this value to say 2-4.
These settings will override your clients paper.yml options. Set as a system wide environment
variable to ensure all Paper clients respect your resource usage desires.
Resolves#1520
This should greatly improve performance by using a No Op lock
while on the main thread.
Vanilla always had a write lock on write operations, but we added
a Read Lock during Async Chunks to make concurrent writes non fatal
for Async Chunks.
This means we added on a bunch of over head to all chunk read operations.
This corrects that, as well as disabling the write lock while on main thread.
It is a general rule that you do not touch a chunk async once it is loaded
into the world, as we never had locks on the chunk before 1.13 even.
So once we are on main, we don't expect concurrent access to begin with,
so we don't need the write locks either.
light calculations repeatedly looks up the same chunk while going
down on the Y access. Pass the chunk to it to skip many round trips
to the map lookup process.
while the gains arent as big since we have last access cache, it
should hopefully avoid many callstacks of depth and improve inlining,
as well as avoids entering a synchronized code block.
The avoiding of entering synchronized section is the main goal here.
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:
68588dac SPIGOT-4405: Chunk generation problem
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:
c71bb9ca Add PlayerRecipeDiscoverEvent and methods to (un/)discover recipes
CraftBukkit Changes:
7a2f4867 Implement PlayerRecipeDiscoverEvent and methods to (un/)discover recipes
During testing, I could not find any case of TabCompleteEvent firing,
however, upon reinspection of the code, and additional testing, this
appears to work fine without any changes on our part.
this has technically been a longer standing problem, but if an async
chunk loads after a chunk has been removed from the chunk map, it would
be treated as any other spare chunk and kept loaded until Chunk GC kicks in.
This fixes that, but also obsoletes ChunkGC in that anytime we load a spare
chunk (a chunk outside of any players view distance), we will immediately
mark it for unload.
This should reduce the amount of spare chunks loaded on a server.
GH-1507
The canWander property is initialized to true by default, however when
loaded from NBT, if the key doesn't exist the property will be set to
false. The correct solution is to ensure the key exists before setting
the property.
The patch was previously applied wrong, and still caused chunk loads.
Now, we will prevent it again, but also added a config option to
disable this optimization.
However, I also updated it so that doors are not removed if the chunk
the door is in is unloaded, so this should avoid breaking farms.
Fixes#1506
Vanilla has some screwy logic that doesn't send a chunk until
it has been post processed. This is an issue as post processing
doesn't occur until all neighbor chunks have been loaded.
This can reduce view distance while generating terrain, but also
cause bugs where chunks are never sent to the client.
This fix always sends chunks to the client, and simply updates
the client anytime post processing is triggered with the new chunk data.
The server does a "Did my update succeed" check after setting
a blocks data to a chunk.
However, writes can not fail outside of a hard error or a
a race condition from multiple threads writing, which is
not something that should ever occur on the server.
So this check is pointless, as if it did occur, the server would
be having data corruption issues anyways.
This provides a small boost to all setType calls.
Vanilla has risk of losing entities by causing them to be
removed from all chunks if they try to move into an unloaded chunk.
This pretty much means high chance this entity will be lost in this scenario.
There is another case that adding an entity to the world can fail if
the chunk isn't loaded.
Lots of the server is designed around addEntity never expecting to fail for these reasons,
nor is it really logical.
This change ensures the chunks are always loaded when entities are
added to the world, or a valid entity moves between chunks.
Hopefully will fix issues #1496 and #1434
The server triggers light recalculations even if the new block
is the same as the old block. At this time, BlockData Properties
do not impact light calculations.
So the only way light should change, is if the block itself
changes from 1 block to another.
Additionally, as of 1.13, water now only blocks 1 light level
instead of 3, meaning that light level decreasing is the same as air.
This means, transitions between water and air also do not need
to recalculate light, which saves a TON of updates caused by
fluids flowing.
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:
39ce5d3a SPIGOT-4399: ItemMeta.equals broken with AttributeModifiers
CraftBukkit Changes:
1cf8b5dc SPIGOT-4400: Populators running on existing chunks
116cb9a1 SPIGOT-4399: Add attribute modifier equality test
5ee1c18a SPIGOT-4398: Set ASM7_EXPERIMENTAL flag
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
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
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:
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:
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.
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:
4b9a93ec Add BatToggleSleepEvent
CraftBukkit Changes:
a222e4a2 Implement BatToggleSleepEvent
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:
79ada744 SPIGOT-4382: Fix damage_absorbed statistic
computeIfAbsent would leak as the entry
was never registered into the ttl map
This fixes that ,as well as redesigns cleaning to
not run on every manipulation, and instead to run clean
once per tick per expiring map.
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:
94b8708a SPIGOT-4373: Item display colours are white by default
61668436 SPIGOT-4378: Fix mistakenly included code
When a mob was about to load a chunk to try to spawn in, we did not
increment the attempt counter, resulting in it being stuck in the mob
spawn loop for a long time and hanging servers.
Found some more unsafe operations in DataFixers.
Also replaced quite a few bad uses of Map.containsKey
containsKey is a common newbie mistake that "reads" cleaner, but
results in double the performance cost of all map operations as
containsKey in MOST cases where null values are not used is identical to get() == null
Considering how deep datafixers go in call stacks, with tons of map lookups,
this micro optimization could provide some gains.
Additionally, many of the containsKey/get/put style operations were
also a concurrency risk, resulting in multiple computation/insertions.
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:
47b9cf30 SPIGOT-4372: LightningStrikeEvent cause API
a9ceda75 Include the plugin channel name in the exception message
CraftBukkit Changes:
a4bdecff SPIGOT-4372: LightningStrikeEvent cause API
34caaf6d SPIGOT-4371: Trident damaged when event cancelled
97315374 SPIGOT-4369: Handle cancelled trident event
bf1c8273 SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
Spigot Changes:
6b015b4b SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
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:
7033f180 Hoist out synchronisation from ChunkRegionLoader
Spigot Changes:
500ff5d4 Rebuild patches
Additional Paper changes:
Fixed Versioned World Folders to not synchronize on ChunkRegionLoader
Optimized Save Queue even more to use a Long2ObjectOpenHashmap for save map
Add World#getXIfLoaded to IWorldReader to expose it to more places
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity
This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
Fixes GH-1417, GH-1424 (probably).
There are other issues in this area, including just how much a mess it
is but we will get to those when we get to those.
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:
3e2858f6 SPIGOT-4352: MoistureChangeEvent
5466e281 Add BlockDispenseArmorEvent
CraftBukkit Changes:
3123a069 SPIGOT-4352: MoistureChangeEvent
226db0ea Add BlockDispenseArmorEvent
cd367fa4 Fix bad thread safety in ChunkRegionLoader
3f5ca5f2 SPIGOT-4355: Improve cancelling VehicleEnterEvent
Spigot Changes:
145a37ae Rebuild patches
3f2423cc Rebuild patches
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity
This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
This restores vanilla behavior of allowing placed chests to retain any Block Entity Tag data.
Upstream added filtering to chests, breaking vanilla behavior, and preventing use of loot table chests as a reward mechanism.
Upon review, we can find no security risk in allowing players to place a chest with NBT data, as Spawn Eggs, Minecarts, command blocks etc all have their own checks.
Additionally, survival mode players, non op players can not create these items anyways. If a player has Creative or Op, they already have high levels of access.
Plus, Chests aren't the only inventory that could have free form items, so this filter was insufficient anyways.
The PluginManager incorrectly used synchronization on firing any event
that was marked as synchronous.
This synchronized did not even protect any concurrency risk as
handlers were already thread safe in terms of mutations during event
dispatch.
The way it was used, has commonly led to deadlocks on the server,
which results in a hard crash.
This change removes the synchronize and adds some protection around enable/disable
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:
310dc809 Add ServerLoadEvent
CraftBukkit Changes:
19d654bd Add ServerLoadEvent
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:
632449b6 SPIGOT-4349: End portal has wrong TeleportCause
3eb8af23 SPIGOT-4348: Use online player for setting skull owner if possible
We are seeing issues with DataFixers being not thread safe in async chunks
and even in some spigot packet sending code.
There are a few more global objects that are mutated that need to
be synchronized to be safe for use over multiple threads.
There may be more cases, but these are extremely obvious ones.
This method will return the Block a player is looking at while taking into consideration the AABB of each block in the path.
For example, you can look through the 1/4 space of air in a Stair block and get the block behind it instead of the Stair block you are looking past.
Some things break from this, while this was trying to fix other things
since the thing this patch tried to fix still had problems and required
yet another fix, just going to remove this patch.
Fixes issue #1177
`MapMaker#weakKeys()` makes the `Map` use identity comparison for the keys, while also enabling the automatical removal of dropped classes from the cache.
The changes are the same as in #1399, except now the original patch is modified instead of a new one being created.
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:
8ab814cd Add getFacing method to get the current cardinal direction an entity is facing.
CraftBukkit Changes:
ee5efeb0 Add getFacing method to get the current cardinal direction an entity is facing.
Spigot Changes:
0ede7d0e Rebuild patches
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:
3037eb3e BlockSpreadEvent for Kelp
6cf60193 SPIGOT-4340: Improve client bug workaround
Spigots implementation around the header/footer strips newlines from the
header/footer, this patch allows the tab list header/footer to retain newlines.
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:
dc69d2b3 Fix unbound shaped recipe ingredients
ForgeFlower is better than Spigots FernFlower at decompiling the source.
However, in order to maintain the CraftBukkit patches, we must keep
using spigots for the primary.
However, for any file that we import on top of Spigots imported files
there is nothing stopping us from using better decompiled files.
So these changes will use ForgeFlower to maintain a better set of
decomped files, so anything we add on top of Paper can start off
in a better spot.
Fixes GH-1389
Because we are no longer enabling creepers to rapidly change status
every tick, in order to prevent event spam, their datawatcher value
ends up negative.
This datawatcher value is used to increment the fuseTicks within the
creeper tick. Because the value is negative, it is constantly zero'd
and therefore never incremented, instead acting the same as creepers
that aren't ignited.
We can just as easily increment this ourselves when the creeper is
ignited, so that's what we'll do.
Uses optimized check to avoid major locks and large method.
Will improve inlining across many hot methods.
Improve getBrightness to not do double chunk map lookups.
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:
9ca2772d API to prevent PlayerBedLeaveEvent from changing a player's spawn location
CraftBukkit Changes:
1486c295 API to prevent PlayerBedLeaveEvent from changing a player's spawn location
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:
97368963 Update ChunkSnapshot docs about valid coordinates
CraftBukkit Changes:
3831ae62 SPIGOT-4325: Validate coordinate arguments in Chunk/ChunkSnapshot
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:
9636bb8d SPIGOT-4319: Conduit damage should be a block event
Also fixes some bugs in ours
Ultimately they both are near the same, but ours is behind the synchronized gate.
Mojangs is mixed behind 2 different synchronization contexts (chunks can lock 2 different objects)
Mojang also blindly unsets the ref on any chunk unload, not just if its the one being pointed to.
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Bukkit Changes:
2dcc44dc SPIGOT-4307: Fix hacky API for banners on shields
e0fc6572 SPIGOT-4309: Add "forced" display of particles
efeeab2f Add index to README.md for easier navigation
f502bc6f Update to Minecraft 1.13.1
CraftBukkit Changes:
d0bb0a1d Fix some tests randomly failing
997d378d Fix client stall in specific teleportation scenarios
b3dc2366 SPIGOT-4307: Fix hacky API for banners on shields
2a271162 SPIGOT-4301: Fix more invalid enchants
5d0d83bb SPIGOT-4309: Add "forced" display of particles
a6772578 Add additional tests for CraftBlockData
ce1af0c3 Update to Minecraft 1.13.1
Spigot Changes:
2440e189 Rebuild patches
4ecffced Update to Minecraft 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:
162bda93 Add note about 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:
f41aae40 Remove reflection from CraftBlockData
Replaces PR #1161 for 1.13
Resolves#930
Adds new slime pathfinder related events. All events can be cancelled.
- `SlimePathfindEvent` is the base event of all added events. Cancelling this event will cancel all pathfinders.
- `SlimeWanderEvent` is called when slimes wander around by either swimming or moving/jumping forward. Cancelling this event will prevent slimes from moving around and jumping, but they will still look around and target players.
- `SlimeSwimEvent`is called when slimes are swimming in water/lava. Cancelling will prevent the slimes from moving/jumping in water/lava.
- `SlimeChangeDirectionEvent` is called when a slime changes directions. It contains the new `yaw` position the slime wants to change to, and it can be set to another value. Cancelling this event will prevent slimes from changing directions (except for when targeting players).
- `SlimeTargetLivingEntityEvent` is called when a slime targets a player. NMS uses EntityLiving here so it is named this. Contains the LivingEntity the slime has targeted. Cancelling this event will prevent the slime from targeting the entity and will make it lose current focus.
Adds `Slime#canWander()` and `Slime#setWander(boolean)` for a more persistent control (does not persist server restarts) over all 4 pathfinder types without the spammy event having to be cancelled a bajillion times a second.
Video demonstration: https://youtu.be/8hcLqazmO28
Test plugin: https://pastebin.com/cFgcgdWV
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:
82f4b3b1 SPIGOT-4292: Ignore itemstacks with invalid enchants
Mojang changed behavior of .cloneItemStack() so that if you clone while
count = 0, it clones as AIR instead of original Item type.
So we needed a flag to keep old behavior.
* master:
Fix bug in last patch
Ensure chunks are always loaded on hard position sets
Improve Watchdog Early Warning Feature - Closes#1319
Allow disabling armour stand ticking
Player Movement, Entity Creation and Teleportation move
entities with a very "You are here, no debate" change, making
the server register them as there, regardless if that chunk was
loaded or not.
It appears possible that with hack clients and lag, a player
may be able to move fast enough to move into an unloaded
chunk and get into a buggy state.
To prevent this, we will ensure a chunk is always loaded,
guaranteeing that the entity will be properly registered
into its new home comfortably.
Closes#1316
1) Don't kick in until server has started (the full crash will still kick in before full start)
2) Delay reporting until 10 seconds, then print every 5
3) Make the intervals configurable
4) Make it able to be disabled by setting every interval to <= 0
Banners only load color if the world is set. I don't know why...
For some reason, the world was not set on these, so it was changing behavior.
So if we want an accurate clone, world needs to be set.
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:
dde07e23 Update docs for Enderman carrying methods
CraftBukkit Changes:
452a1738 SPIGOT-4271: Fix API error when enderman are not carrying a block
Particle packets contain a boolean which marks the particle to either force or show normal to the receiver.
Spigot has been sending all particles with the force boolean which overrides client particle settings.
Related changes in this commit;
- Add a force option to the ParticleBuilder API, which defaults to true to keep spigot consistent with existing api.
- Add a new spawnParticle method to support this mode as a parameter. Of course kept existing api methods the same so as to not break them.
Let me know if changes are needed.
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:
4a241086 SPIGOT-4261: Missing turtle / phantom spawn egg meta
1) Don't kick in until server has started (the full crash will still kick in before full start)
2) Delay reporting until 10 seconds, then print every 5
3) Make the intervals configurable
4) Make it able to be disabled by setting every interval to <= 0
I have tested that the Replenishing Feature still works as expected.
Lootable API's that now have Bukkit equivalents are now deprecated.
Bukkit Changes:
f0f33981 SPIGOT-1936: LootTable API
CraftBukkit Changes:
c0df4b82 SPIGOT-1936: LootTable 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
Bukkit Changes:
c23d391f Update documentation of BlockPhysicsEvent
14fcd896 SPIGOT-4258: Add Player.updateCommands method
CraftBukkit Changes:
15da7067 SPIGOT-4258: Add Player.updateCommands method
Spigot Changes:
2b0e71c7 Rebuild patches
* [CI-SKIP] add .editorconfig for base code style settings
* * Created patch 0349 (fixes#471)
* * Made requested modifications
* * Made requested modifications (x2)
* * Made recommended changes (x3)
* * Moved ConcurrentMap return values to Map as no functions specific to ConcurrentMap were used (backing map is still ConcurrentMap)
* Removed ConcurrentMap import
If the file has partial data written but not the full 8192 bytes,
then the server will be unable to load that region file...
I don't know why mojang only checks for 4096, when anything less than 8192 is a crash.
But to be safe, it will attempt to back up the file.
Upstream has added the equivalent of our SentientNPC API, with exception to the EnderDragon.
We've added Mob to the EnderDragon, and our SentientNPC API should behave the same.
Vex#getOwner has been deprecated and a replacement Vex#getSummoner has been added using Mob.
However, since 1.13 is not production ready, SentientNPC API is subject for removal in 1.13.1 since
1.13 API is not compatible with 1.12.
Please move to the Mob interface ASAP.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
c5ab54d8 Expand GameRule API
ab9a606c Improve entity hierarchy by adding Mob interface.
CraftBukkit Changes:
29e75648 Expand GameRule API
50e6858b Improve entity hierarchy by adding Mob interface.
0e1d79b4 Correct error in previous patch
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:
53d3ac0a SPIGOT-4238: Sometimes buckets are leaky client side when empty event is cancelled
Upstream has released updates that appear to apply compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing.
Bukkit Changes:
d2834556 SPIGOT-4219: Event for PigZombies angering.
CraftBukkit Changes:
a9c796f1 SPIGOT-4184: Fix furnaces not matching Vanilla smelt or animations
195f071e SPIGOT-4219: Event for PigZombies angering.
5e3082c7 SPIGOT-4230: Improve legacy block types
See: https://github.com/PaperMC/Paper/issues/1304
Changes the UUID sent to client to be based on either
the texture payload, or random.
This allows the client to render multiple skull textures from the same user,
for when different skins were used when skull was made.
Closes#1304
I misinterpreted some code as a risk of entity loss, but now
after deeper study, I see how that code was used more and why
it was adding entities to chunks that they shouldn't have been
in during a world transfer process.
also ensure we never process already valid entities. this shouldnt be possible as of recent
commits as we made the entity slice array safer, but doesn't hurt for this logic to be safe too
incase that patch got dropped in a future version by accident/necessarily
1) Chunk Registration might kill an entity, don't add it to the world if it did!
2) By default, entities are added to the world per slice iteration.
This opens risk of the slices being manipulated during chunk add if an
EntityAddToWorldEvent spawns an entity into this chunk.
Fix this by differing entity add to world for all entities at the same time
3) If a duplicate entity is attempted to add to the world of an entity, and
the original entity is dead, overwrite it as the logic does for unloaod queued entities.
Should hopefully finish up issues with #1223
* master:
MC-135506: Experience should save as Integers
Fix EXP orb merging causing values to go negative - Closes#1169
Add "Safe Regen" Duplicate UUID resolver and make default
After witnessing behavior of the regeneration logs, its clear that Vanilla
has had bugs with saving duplicate entities for a while....
Some entities are saved in multiple chunks, and now we are bringing those duplicates
out that use to never surface.
This mode will analyze if the entity appears to be a duplicate (near the other dupe uuid)
and delete the entity instead.
This should reduce regenerations to entities that are nowhere near each other, and
therefore more likely to be subject to real UUID collisions due to our
previous bug, and therefor should survive the chunk load.
Fixes GH-1295
Non-standard sized portals exacerbate a flaw in the vanilla
portal teleportation adjustment logic.
As a result, an entity can end up slightly inside of the surrounding
portal blocks. In vanilla, this issue is minor and you are adjusted out
as if it never happened. In CraftBukkit and derivatives, the
anti-suffocation behavior activates and players end up teleported on top
of their portals.
This improves the offset so as to keep the issue from ever occurring in
the first place.
Special thanks to CarpetMod who appears to have had this fixed for some
time, and has licensed their code such that we can use it as needed.
Due to the changes in 1.13, clients will send a tab completion request
for all bukkit commands in order to factor in the lack of support for
brigadier and provide backwards support in the API.
Craftbukkit, however; has moved the chat spam limiter to also interact
with the tab completion request, which while good for avoiding abuse,
causes 1.13 clients to easilly be kicked from a server in bukkit due
to this. Removing the spam limit could cause issues for servers, however,
there is no way for servers to manipulate this without blindly cancelling
kick events, which only causes additional complications. This also causes
issues in that the tab spam limit and chat share the same field but different
limits, meaning that a player having typed a long command may be kicked from
the server.
Splitting the field up and making it configurable allows for server owners
to take the burden of this into their own hand without having to rely on
plugins doing unsafe things.
This patch has been applied to 1.12.2 in order to allow people using
plugins which allow clients of newer versions to connect, this is
not a common practice, however is being done as a level of nicety
given the current status of 1.13
We have a result boolean for this already, and this
method was meant to be "Try from cache, if that fails, look it up"
So NPE'ing there just wasn't correct.
In 1.13 the method previously used now returns translatable keys.
`block.minecraft.cobblestone` instead of `Cobblestone`
We just need to make sure we're translating those keys.
ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...
But apparently some people are triggering this.
See #1223
No entities were lost in this bug, just we were triggering the add entities
before they were loaded due to an inconsistent order of putting chunk into chunkmap.
Any entity that appeared to be gone on the last build will now be back.
This should not ever be used in production!!
This setting is intended for testing so you can try out converting your world
without actually modifying the world files.
This will add some additional overhead to your world, but you're
just testing anyways so that's not a big deal :)
Will store in a folder named after the current version.
PlayerData and Data folders are copied on server start, so there
may be some delay there, but region files are only copied on demand.
This is highly experiemental so backup your world before relying on this to not modify it
1.13 undesirably changed behavior here that chunk load event fired
before the entities were added to the world.
This means any plugin that spawns entities in chunk load event
causes the entities to be registered to the chunk, and then
added to the world twice.
Moves Entity Add to World to be done anytime a chunk is
registered to the Chunk Map, and ignore other calls.
Fixes#1288
* master:
Always process chunk registration after moving
Always move Entity to its new Chunk even if unloaded
If Entity is added to chunk, look up the chunk if current isnt set
Ignore Dead Entities in entityList iteration
Always process chunk removal in removeEntity
Spigot 1.13 checks if any field (which are manually copied from the ItemStack's "tag" NBT tag) on the ItemMeta class of an ItemStack is set.
We could just check if the "tag" NBT tag is empty, albeit that would break some plugins. The only general tag added on 1.13 is "Damage", and we can just check if the "tag" NBT tag contains any other tag that's not "Damage" (https://minecraft.gamepedia.com/Player.dat_format#Item_structure) making the `hasItemStack` method behave as before.
Check the `ItemMetaTest#testTaggedButNotMeta` method to see how this method behaves. (I also added some extra tests).
`hasItemMeta()` will return true if `ItemStack.getDamage() != 0` or it has the `Damage` tag or any other tag is set.
Closes#1222
This will help guarantee that entities are always in the
chunk that they are currently located at.
Should hopefully also fix Citizens triggering the "Saved to wrong chunk" message
Vanilla logic here would allow us to remvoe an entity from
its current chunk, and if it was going to move into an unloaded
chunk, that entity would not be added to the unloaded chunk.
This is bad because this will result in the entity being lost!
In almost all cases, the chunk will be loaded, but in the event
it wasn't, instead of losing the entity, load the chunk to add
the entity to it.
Hopefully will (f)ix #1280...
I'm suspicious that Citizens isn't calling things in the same order and causes the current
chunk to not be set, which then bugs removals. Though this doesn't make any sense to me,
so this likely won't fix it...
But if the isAddedToChunk is true, we really should be returning a chunk anyways if its loaded.
A spigot change delays removal of entities from the entity list.
This causes a change in behavior from Vanilla where getEntities type
methods will return dead entities that they shouldn't otherwise be doing.
This will ensure that dead entities are skipped from iteration since
they shouldn't of been in the list in the first place.
Spigot might skip chunk registration changes in removeEntity
which can keep them in the chunk when they shouldnt be if done
during entity ticking.
Should fix some cases where "Entity is still in another chunk section"
Related to #1223
Vanilla logic checks unload queue and overwrites if its in it.
we're triggering this if a chunk unloads, and reloads immediately in same tick.
Added check for unload queue to not treat as duplicate
Also fixed the config setting not even loading
Should fix#1280
Citizens hijacks entity map, and im guessing under the right conditions
the result might actually be null during entity creation
Pre the cache patch, the id is looked up on save, so it was fine.
Now, if its null and the save ID is requested, we will try to look
it up again and cache it if found.
While upstream has now made this event cancellable, their changes
result in the vechicle being removed before the event is called,
thus leading cancellation to not behave as expected.
See https://github.com/PaperMC/Paper/issues/1223
Should fix Vanilla bugs
Minecraft is saving invalid entities to the chunk files.
Avoid saving bad data, and also make improvements to handle
loading these chunks. Any invalid entity will be instant killed,
so lets avoid adding it to the world...
This lets us be safer about the dupe UUID resolver too, as now
we can ignore instant killed entities and avoid risk of duplicating
an invalid entity.
This should reduce log occurrences of dupe uuid messages.
Also reduce the logging spam overall.
Setting the flag updates the spawner's delay which stops the spawner from trying to find a new spawn position each tick efter the event was cancelled/aborted which makes it usable for mob stackers/mergers and other plugins that don't actually want any mob to spawn in the spawner cycle but keep the overall behaviour close to vanilla.
This might slightly effect existing plugins that use this event but I doubt anyone really relied on this behaviour, the only possible use case that I can think of is cancelling the event until you find a suitable position in your plugin... and this should be handled by the plugin itself by cancelling and spawning at the position manually.
CraftBukkit added synchronization to read and write methods. This adds
much more contention on this object for accessing region files, as
the entire read and write of NBT data is now a blocking operation.
This causes issues when something then simply needs to check if a chunk exists
on the main thread, causing a block...
However, this synchronization was unnecessary, because there is already
enough synchronization done to keep things safe
1) Obtaining a Region File: Those methods are still static synchronized.
Meaning we can safely obtain a Region File concurrently.
2) RegionFile data access: Methods reading and manipulating data from
a region file are also marked synchronized, ensuring that no 2 processes
are reading or writing data at the same time.
3) Checking a region file for chunkExists: getOffset is also synchronized
ensuring that even if a chunk is currently being written, it will be safe.
By removing these synchronizations, we reduce the locking to only
when data is being write or read.
GZIP compression and NBT Buffer creation will no longer be part of the
synchronized context, reducing lock times.
Ultimately: This brings us back to Vanilla, which has had no indication of region file loss.
Closes#1260
* master:
Add some debug for entity slices
Mark chunk dirty on entity changes
Reduce and improve dupe uuid resolve message
Add more entity debug info
Bring some 1.13 authors to master
Fixed more stuff
Remove unsed method
Extend player profile API to support skin changes
Extend player profile API to support skin changes
Cleaned up some implementation notes to use existing Vanilla method for some things.
merged into parent patch
7dd5837d Fixed more stuff (NickAcPT)
09f01353 Remove unsed method (NickAcPT)
e5ea4656 Extend player profile API to support skin changes (NickAcPT)
e67d55d0 Extend player profile API to support skin changes (NickAcPT)
* pull/1250/head:
Fixed more stuff
Remove unsed method
Extend player profile API to support skin changes
Extend player profile API to support skin changes
0069113b Put the decompile fixes into MC Dev Fixes patch (Andrew Steinborn)
608b5e52 Optimize RegistryID.c() (Andrew Steinborn)
* pull/1257/head:
Put the decompile fixes into MC Dev Fixes patch
Optimize RegistryID.c()
It's possible we won't hit this on the servers current state since nothing is async,
but we are working towards that.
I experienced a crash due to this code during my work.
Our changes for the spawn radius have the potential to throw an ArithmeticException
should the server be stopped before we've loaded worlds, we check if the server is
running earlier to check if we should even consider attempting to load chunks, which
would cause us to, 1) not load chunks anyways, as we're disabled; 2) throw an
ArithmeticException due to us expecting that we're going to be loading more than 0 chunks.
These chunks are unfinished, and waste cpu time saving these unfinished chunks.
the loadChunk method refuses to acknoledge they exists, and will restart
a new chunk generation process to begin with, so saving them serves no benefit.
* master:
Duplicate UUID Resolve Option
Add more information to Entity.toString
change LAST_EDIT to PAPER_LAST_EDIT for edit commands
Add more information to Entity.toString()
Add Debug Entities option to debug dupe uuid issues
Guard the Entity.SHARED_RANDOM from seed changes
Create a symlink on not-windows to current minecraft decompile dir
Due to a bug in 2e29af3df0
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.
Added code that refreshes the player's skin by sending packets with a special order, telling the client to respawn the player and re-apply the game profile
Added code that refreshes the player's skin by sending packets with a special order, telling the client to respawn the player and re-apply the game profile
The removal of `ServerConnection.this.h.add(networkmanager);` got
lost in the 1.13 update, causing network managers to be registered
twice.
Fixes "handleDisconnection() called twice" warning spam in console.
Some of the fields in the anonymous class are named the same as the
surrounding method's parameters, which caused the fields to be
initialized incorrectly.
That way it keeps returning the same block position, resulting
in an infinite loop during chunk generation.
* master:
Don't process despawn if entity is in a chunk scheduled for unload
Fix Squids corrupting the entire servers entity randomness....
Fix placement of chunk tracking - Fixes#1199
This won't happen anyways if the user has
"skip ticking for entities in chunks scheduled for unload" turned on,
but if they don't, protect from this instant killing the entity to
keep it vanilla in behavior
a player may teleport away, and trigger instant despawn
Spigot had code that returned early in chunk add/remove methods.
This was causing our code added to set current chunks and counts to
be skipped over if the entity was default not persistent but made persistent.
This was the source of many issues
Fixes#1208
When interacting with entities with an item, the client will assume
the interaction is successful, and update the held item on the
client. However, if the interaction is cancelled on the server side,
the client will still mistakenly remove/replace the item in hand.
Examples for this are milking cows with a bucket or dyeing sheep.
The bucket is replaced with milk and the dye removed from inventory.
Refresh the player inventory when PlayerInteractEntityEvent is
cancelled to avoid this problem.
The adjacent blocks of doors, double plants, pistons and beds need
to be updated manually from the server when cancelling a block break
from a player, as it otherwise causes the other parts to disappear
on the client.
This is already done for doors but only for the BlockBreakEvent,
not for PlayerInteractEvent. Move the code to a common method
and also handle the other blocks in similar ways.
The extra buffer used to decode the strings sent by the client
in the legacy ping protocol was never released. However, creating
an extra copy of the buffer just to decode it to a string isn't
actually necessary: We can just call toString() directly on the
original buffer.
Additionally, free the buffer in handlerRemoved() to handle cases
where the client never sends enough bytes to form a valid legacy
ping request.
Closes#1197
While this really undoes a lot of the desired performance gains avoiding chunk lookups,
we sadly have to accept this because we are seeing lots of bugs with entities.
Allows you to increase how far to check for a safe place to respawn
a player near their bed, allowing a better chance to respawn the
player at their bed should it of became obstructed.
Defaults to vanilla 1.
In many places where we simply want the current chunk the entity
is in, instead of doing a hashmap lookup for it, we now have access
to the object directly on the Entity/TileEntity object we can directly grab.
Use that local value instead to reduce lookups in many hot places.
This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.
We also store counts by type to further enable other performance optimizations in later patches.
This is the best way to get an entity when the world and its UUID are known.
It is faster than Server.getEntity(UUID) because it does not have to iterate all worlds
This fixes a CRITICAL missing part of the Bukkit API due to mistakes on upstream
refusing to implement the Sentient NPC baseclass of all NPC's.
Until now, the Bukkit API has not provided a way for accessing and setting
a non creature entities target.
Although Flying, Slime, Ambient, and Water mobs all supported targets internally,
you were unable to get/set it.
Now with the SentientNPC API and these API's moved down, every sentient NPC has
access to target data.
This only impacted people who used our useSnapshots new API in a plugin,
which obviously was no one as the data result was completely broken.
Merged the NPE check patch into mine since it has to handle it too.
This event is called when an entity receives knockback by another entity. The knockback can be modified in the event. If the event is cancelled the entity is not knocked back.
Also renames patch file to better express what it's doing.
It is presumed that those using this config option intend for
suffocation checks to be disabled in all instances. In doing so, they
inherently assume the advantages and issues associated with removing
said safety check.
If the community expresses a desire for more specific options regarding
the handling of this safety feature, we can investigate providing them.
Fixes GH-1149
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.
See: https://luckformula.emc.gs for data and details
-----------
The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.
Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance
-----------
This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.
Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.
This change will result in some major changes to fishing formulas.
-----------
I would love to see this change in Vanilla, so Mojang please pull :)
hashCodes are not allowed to change, however bukkit used a value
that does change, the entityId.
When an entity is teleported dimensions, the entity reference is
replaced with a new one with a new entity ID.
For hashCode, we can simply use the UUID's hashCode to keep
the hashCode from changing.
equals() is ok to use getEntityId() because equals() should only
be true if both the left and right are the same reference.
Since entity ids can not duplicate during runtime, this
check is essentially the same as this.getHandle() == other.getHandle()
However, replaced it too to make it clearer of intent.
To teleport an entity between dimensions, the server makes a copy
and puts the copy in the new location, and marks the old one dead.
If this method got called for the same world in the same tick,
the entity would not have been removed from the UUID map, and the
world readd would fail.
This can be triggered even with a plugin if the entity is teleported
twice in the same tick, from world A to B, then back from B to A.
The re-add to A will fail to add the entity to the world. It will
actually be there, but it will not be visible on the client until
the server is restarted to re-try the add to world process again.
This bug was unlikely to be seen by many due to the double teleport
requirement, but plugins (such as my own) use this method to
trigger a "reload" of the entity on the client.
This improves plugins like Citizens that rely on direct instance of Yggdrasil implementations.
Instead of wrapping, directly extend and override the methods.
Went ahead and wrapped all of the services in prep in the base patch, then features modify what they need
Adds ability to control who receives it and who is the source/sender (vanish API)
the standard API is to send the packet to everyone in the world, which is ineffecient.
This adds a new Builder API which is much friendlier to use.
Players are able to use alt accounts and enderpearls to travel
long distances utilizing the pearls in unloaded chunks and loading
the chunk later when convenient.
This disables that by not saving the thrower when the chunk is unloaded.
This is mainly useful for survival servers that do not allow freeform teleporting.
Fires an event anytime an enderman intends to teleport away from the player
You may cancel this, enabling ranged attacks to damage the enderman for example.
Resolves#1101
reporter of this issue was incorrect and did not verify vanilla logic
vanilla logic only skips ticks if the flag is set
spigots change causes bugs as it now skips ticking and processing
chunk teleportation, which was a bug I fixed many many years ago...
Prior to this change the server would crash when attempting to load a
chunk from a region with bad data.
After this change the server will defer back to vanilla behavior. At
this time, that means attempting to generate a chunk in its place
(and occasionally just not generating anything and leaving small
holes in the world).
Should Mojang choose to alter this behavior in the future, this change
will simply defer to whatever that new behavior is.
It is often difficult to diagnose new issues server admins get when
upgrading to a new server version because the only information they are
able to tell us regarding the server version they are running is
"latest". This commit attempts to mitigate this by keeping track of the
previous version of Paper they were running, which is then reported by
the `/version` or `/paper version` command. This gives us a better idea
of the commits included in the upgrade, which may help diagnose new
issues easier.
This change by spigot ensures that many interactins with chunks,
e.g. getting a list of TEs will cause the chunk to be marked for not
unloading and will block their unload. This is especially true for
servers using Timings (it needs to access the TE list of chunks), or
any plugins which need to access entity/TE lists periodically.
At the time this was re-added, there was concern around how the JIT
would handle the system property that enabled it.
This shouldn't be a problem, and as such we no longer need to block
access to it.
The Vanilla Method Profiler will not provide much to most users however
there is no harm in providing it as an option. For most users, the
recommended and supported method for determining performance issues with
Paper will continue to be Timings.
In some enviroments, the channel limit set by spigot can cause issues,
e.g. servers which allow and support the usage of mod packs.
provide an optional flag to disable this check, at your own risk.
* Make the legacy ping handler more reliable
The Minecraft server often fails to respond to old ("legacy") pings
from old Minecraft versions using the protocol used before the switch
to Netty in Minecraft 1.7.
Due to packet fragmentation[1], we might not have all needed bytes
available when the LegacyPingHandler is called. In this case, it will
run into an error, remove the handler and continue using the modern
protocol.
This is unlikely to happen for the first two revisions of the legacy
ping protocol (used in Minecraft 1.5.x and older) since the request
consists of only one or two bytes, but happens frequently for the
last/third revision introduced in Minecraft 1.6.
It has much larger, variable packet sizes due to the inclusion of
the virtual host (the hostname/port used to connect to the server).
The solution[2] is simple: If we find more than two matching bytes,
we buffer the remaining bytes until we have enough to fully read and
respond to the request.
[1]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h3-11
[2]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h4-13
* Add legacy ping support to PaperServerListPingEvent
Add a new method to StatusClient check if the client is a legacy
client that does not support all of the features provided in the
event.
Don't want to risk mutating players properties in server list (unlikely, but lets be proper)
and Skull also has a setter API, so that should be used too.
* Drop original implementation for old player sample API
* Add extended PaperServerListPingEvent
Add a new event that extends the original ServerListPingEvent
and allows full control of the response sent to the client.
* Implement deprecated player sample API
I mistakenly thought .complete() also checked for textures, which was not the case
So the logic was not working as desired.
Also some undesired logic paths lead to textures of the logging in player being dropped, forcing
us to always load the textures immediately again on login, leading to rate limits.
Everythings now good
the .complete() api now will default specify to also complete textures, but you may
pass false to it to skip loading textures.
Gets the unique ID of the player currently known as the specified player name
In Offline Mode, will return an Offline UUID
This is a more performant way to obtain a UUID for a name than loading an OfflinePlayer
This ensures we look up the name for ID only Profiles
If the profile is in the UserCache, we can get those details quickly
This should avoid some unnecessary round trips.
Additionally, handle profiles for offline mode to use offline UUID's
Bukkit restricts command execution of signs to test if the sender
has permission to run the specified command. This breaks vanilla
maps that use signs to intentionally run as elevated permission.
Bukkit provides an unrestricted advancements setting, so this setting
compliments that one and allows for unrestricted signs.
We still filter sign update packets to strip out commands at edit phase,
however there is no sanity in ever expecting creative mode to not be
able to create signs with any command.
Creative servers should absolutely never enable this.
Non creative servers, enable at own risk!!!
The Craft Scheduler still uses the primary thread for task scheduling.
This results in the main thread still having to do work as part of the
dispatching of async tasks.
If plugins make use of lots of async tasks, such as particle emitters
that want to keep the logic off the main thread, the main thread still
receives quite a bit of load from processing all of these queued tasks.
Additionally, resizing and managing the pending entries for all of
these asynchronous tasks takes up time on the main thread too.
This commit replaces the implementation of the scheduler when working
with asynchronous tasks, by forwarding calls to the new scheduler.
The Async Scheduler uses a single thread executor for "management" tasks.
The Management Thread is responsible for all adding and dispatching of
scheduled tasks.
The mainThreadHeartbeat will send a heartbeat task to the management thread
with the currentTick value, so that it can find which tasks to execute.
Scheduling of an async tasks also dispatches a management task, ensuring
that any Queue resizing operation occurs off of the main thread.
The async queue uses a complete separate PriorityQueue, ensuring that resize
operations are decoupled from the sync tasks queue.
Additionally, an optimization was made that if a plugin schedules
a single, non repeating, no delay task, that we immediately dispatch it
to the executor pool instead of scheduling it. This avoids an unnecessary
round trip through the queue, as well as will reduce the size growth of the
queue if a plugin schedules lots of asynchronous tasks.
This seems completely pointless, as packet dispatch uses .writeAndFlush.
Things seem to work fine without implicit flushing, but incase issues arise,
provide a System property to re-enable it using improved logic of doing the
flushing on the netty event loop, so it won't do the flush on the main thread.
Renable flushing by passing -Dpaper.implicit-flush=true
This will force the saves to spread over multiple ticks even when many
players auto save interval is aligned, avoiding spikes on large servers.
Closes#1021
Plugins were abusing this to dispatch commands async anyways.
We will no longer check that flag, and force all commands to be ran sync.
Use a different boolean for allowing things go to through on shutdown/restart instead.
Resolves#1004Resolves#1005
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
This is adds basic item meta for armor stands. It does not add all
possible metadata however.
There are armor, hand, and equipment types, as well as position data
that can also be added here. This initial implementation should serve as
a starting point for future additions in this area.
Fixes GH-559
This is a source of MAJOR lag for hoppers, as well as a gameplay bug.
This removes the necessity to disable the cat on chest behavior to improve performance.
now performance will be improved even if you have cat chest detection on.
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.
If Mojang API does need to be hit, event fire so you can get the results.
This is useful for implementing a ProfileCache for Player Skulls
This simply provides the base API to create the objects. Further commits will come that adds
adds usage of this API to existing GameProfile based API's, as well as new API's.
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.
Also a highly more effecient way to blanket block spawns in a world
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.
Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.
Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.
See: https://github.com/PaperMC/Paper/issues/917
Limit the number of generations that can occur in a single tick, forcing them
to be spread out more.
Defaulting to 10 as an average generation is going to be 3-6ms, which means 10 will
likely cause the server to lose TPS, but constrain how much.
This should result in no noticeable speed reduction in generation for servers not
lagging, and let larger servers reduce this value according to their own desires.
add a system property to allow people to tweak how long the server
will wait for a reply. There is a compromise here between lower and higher
values, lower values will mean that dead connections can be closed sooner,
whereas higher values will make this less sensitive to issues such as spikes
from networking or during connections flood of chunk packets on slower clients,
at the cost of dead connections being kept open for longer.
Instead of overriding add within the queue, never add runnables to the
queue if the light queue is disabled.
This change is made to make timings reports and stacktraces less
confusing for administrators, who prior to this change, would have seen
the lighting queue referenced in both, regardless of whether or not it
was enabled.
This change should not affect performance, nor is it made with the
intent to.
This allows plugins that give players the ability to apply the experience
points to the Item Mending formula, which will repair an item instead
of giving the player experience points.
Both an API To standalone mend, and apply mending logic to .giveExp has been added.
Fired when the server is about to merge 2 experience orbs
Plugins can cancel this if they want to ensure experience orbs do not lose important
metadata such as spawn reason, or conditionally move data from source to target.
This ensures that enchants are never added in inconsistent order.
The client shows the enchants in a sorted order already
This will auto fix previously created items too on load.
Spigot, by default, disables several mechanisms around how chunks are
lit, if ever, which has forced them to always send chunks before vanilla
would consider them ready to send, causing for lots of issues around
lighting glitches.
Shamefully, the amount of work to relight chunks can be detremental
to some servers, meaning that forcibily disabling light updates can
cause major performance issues.
as such, we make a compromise; if this "feature" is disabled, we will
only send chunks which are actually ready to be sent, otherwise, we
will always send chunks.
Let plugins be able to control tab completion of commands and chat async.
This will be useful for frameworks like ACF so we can define async safe completion handlers,
and avoid going to main for tab completions.
Especially useful if you need to query a database in order to obtain the results for tab
completion, such as offline players.
Also adds isCommand and getLocation to the sync TabCompleteEvent
In 1.12, Spigot improved their blockstate implementation to take a full
copy of the TE, this allows for a much better snapshot in that it will
actually retain all of the TE's state, it is a much more expensive
implementation. This is also implicated with their backwards compat
for inventories meaning that accessing of a snapshots inventory of a
placed block will actually access the inventory of the live TE, making
creation of a snapshot redundant if the only intent is to interact with
the TEs inventory.
Hoppers are a horrible hit, every attempt to transfer an ItemStack will
result in two TileEntity snapshots, with two hoppers and a double chest
ontop, I managed to log 380 cases per second where a snapshot would have been
taken in cases where the snapshot is redundant.
Prior to this change, if a player was ever set to have a negative view
distance, an attempt to set them back to the default would fail, leading
to them appearing to be stuck in that state.
Now we just interpret that negative value as a "reset" to default.
Thankfully I randomly think about code and randomly wondered if I used <= or < here, and caught this!
This would of missed some chunks for the structure at the highest X/Z
Improves performance by keying every chunk thats part of a structure to a hashmap
instead of only the first one.
This allows us to avoid iterating the entire structures value set to see
if a block position is inside of a structure.
This should have pretty decent performance improvement to any standard world
that has been around for a whilewith lots of structures due to ineffeciencies
in how MC stores structures (even unloaded chunks has structured data loaded)
In some environments, the 2.20.1 version of the maven surefire plugin
can cause builds to fail due to changes in surefire in how it detects
that the forked JVM used for testing is still alive or not.
Entity AI tasks are initialized earlier in recent versions
of MC, this means that the fromMobSpawner has not been set
at the point where AI tasks are initilazed and so the goalFloat
will never be populated.
To rectify this, we can rely on the entity tick checking if
the mob is from a spawner each tick, and just initialize the
field should the paper option be enabled. This saves us from
having to modify the call chain in order to pass the fact that
it was created by a mobSpawner earlier.
HashSet sometimes uses compareTo() instead of equals() and this breaks the comparison of net.minecraft.server.NextTickListEntry (the only place where HashTreeSet is used).
In this cases duplicate entries could be added to the HashSet of HashTreeSet, because NextTickListEntry.compareTo() does not return 0, even if NextTickListEntry.equals() returns true.
ObjectOpenHashSet never uses compareTo(), so the inconsistencies of NextTickListEntry cause no problems.
Fixes https://github.com/PaperMC/Paper/issues/588
Port of 303a775fc3
Will display a list of all entities in a world, as well as which chunks
they are in. Hopefully, this will make tracking down chunks with lots of
entities easier.
Only real change from the forge version is that instead of dimension
IDs, we accept world names in the form of a string.
/paper entity list - Lists all entities in the player's current world
/paper entity list minecraft:zombie - Lists all zombies in the player's
current world
/paper entity list * world_nether - Lists all entities in the nether
/paper entity list minecraft:ghast world_nether - Lists all ghasts in
the nether
This commit removes two patches from spigot:
please review the patch messages for more information, however;
"Allow Disabling of Random Lighting Updates" potentially leaves chunk light maps in an invalid state, with
how often the server looks at these anyways, this patch really serves a questionable nature, the work is
going to be done, only it's being delayed and allowing the light map to be left in a potentially outdated
state.
"Fix some chunks not being sent to the client" sends chunks before their lighting has been calculated, this
means that the client will recieve chunks before they lighting has been calculated which can cause rendering
artifacts. The original issue around this patch appears to have already been fixed years ago.
In 1.12.2, Mojang moved the processing of PacketPlayInKeepAlive off the main
thread, while entirely correct for the server, this causes issues with
plugins which are expecting the PlayerQuitEvent on the main thread.
In order to counteract some bad behavior, we will post handling of the
disconnection to the main thread, but leave the actual processing of the packet
on the main thread.
http://openjdk.java.net/jeps/223
Java decided to change their versioning scheme and in doing so modified the
java.version system property to return $major[.$minor][.$secuity][-ea], as
opposed to 1.$major.0_$identifier we can handle pre-9 by checking if the "major"
is equal to "1", otherwise, 9+
of course, it really wouldn't be all that simple if they didn't add a quirk, now would it.
valid strings for the major may potentially include values such as -ea to deannotate a pre release
Some plugins bypass the plugin logger and add the plugin prefix
manually to the log message. Since they use other logger names
(e.g. qualified class names) these would now also appear in the
log. Disable the logger prefix for these plugins so the messages
show up correctly.
SLF4J is a commonly used abstraction for various logging frameworks
such as java.util.logging (JUL) or Log4j. Currently, plugins are
required to do all their logging using the provided JUL logger.
This is annoying for plugins that target multiple platforms or when
using libraries that log messages using SLF4J.
Expose SLF4J as optional logging API for plugins, so they can use
it without having to shade it in the plugin and going through
several layers of logging abstraction.
Log4j2 provides an optimized implementation of PrintStream that
redirects its output to a logger. Use it instead of a custom
implementation for minor performance improvements and some fixes.
With the old implementation, each call to System.print()
results in a separate line, even though it should not result in
a line break. Log4j's implementation handles it correctly.
Refactored 0229-Fix-this-stupid-bullshit in order to prevent merge conflicts
when spigot decides to update the timer and to provide some form of hint in the
console/log on startup.
FixesPaperMC/Paper#883 same issue as MinecraftForge/MinecraftForge#4386
A more detailed anaylsis of what is probably going on, courtesy of
@bs2609 and the MCForge Issue Tracker is:
When a chunk is unloaded, the entities and tile entities it contains are
marked for removal. The actual removal (from the world) occurs later,
when the world ticks its entities.
Conversely, when a chunk is loaded, it generally adds its entities to
the world promptly, without queuing.
Here's the normal sequence of events:
Chunk unloaded
Old entities removed
Chunk loaded
New entities added
However, what can happen:
Chunk unloaded
Chunk loaded
New entities added
Old entities removed
This occurs when an unloaded chunk is reloaded before its corresponding
entities have been removed.
Fixes falling dragon eggs in lazy chunks fall to the block below the last empty block and replacing that block with them.
See also https://bugs.mojang.com/browse/MC-94186
Spigot is manipulating the Travel Agents canCreatePortal, but forgot to reset it on cancel
This causes nether portals to not be generated if the event is ever cancelled
Gets the Display name as seen in the Client.
Currently the server only supports the English language. To override this,
You must replace the language file embedded in the server jar.
This will take a Bukkit ItemStack and run it through any conversions a server process would perform on it,
to ensure it meets latest minecraft expectations.
Not all horses with Saddles have armor. This lets us break up the horses with saddles
and access their saddle state separately from an interface shared with Armor.
In Java 8u141 (1.8.0_141-b15) and newer, the
com.sun.management.HotSpotDiagnostic::dumpHeap API has changed and now
requires all heap dumps to end with the .hprof file extension.
Before this change, servers running 8u141 would be unable to perform a
heap dump.
For more information, please see the official release notes of Java 8
Update 141, linked below.
http://www.oracle.com/technetwork/java/javase/8u141-relnotes-3720385.html
To dump the server heap, run the following command:
`/paper heap`
This is added with the intent that it is useful for administrators and
developers to more easily identify and resolve memory leaks. Both by examining
these dumps themselves and by more easily allowing them to send them to
knowledgable parties.
This is a nearly line-for-line port of the same Sponge feature. So all
credit for the idea and implementation belongs to the that team.
Specifically the following commits:
be08be04b05e10a1b795
763827668e
Was done incorrectly and is now causing level desyncs to client.
Always send current level to the client, and instead make setWindowProperty set the level.