The server validates incoming interaction packets by ensuring the player
sending them is inside their interaction range. For this, the server adds
a magic value, by default 1.0, to the original interaction range to
account for latency issues.
This value however may be too low in high latency environments.
The patch exposes a new configuration option to configure said value.
Long ago we discovered that the default thread pools would not increase
the number of threads running the pool until queue addition failed.
Bumping the core size mitigates an issue with spark-paper, and in general,
keeping async threads around generally beats having to spin new ones
everytime we want to execute a periodic async task.
what paper now shows as level loading time is the time displayed by vanilla or spigot in the 'done' message
the time in the done message is now the actual time since the servers Main class was initialized
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
3a3bea52 SPIGOT-7829: Increase maximum outgoing plugin message size to match Vanilla intention
5cd1c8cb SPIGOT-7831: Add CreatureSpawnEvent.SpawnReason#POTION_EFFECT
a8e278f0 SPIGOT-7827: Sync EntityPortalEvent with PlayerPortalEvent since non-players can now create portals
53729d12 Remove spurious ApiStatus.Internal annotation
b9f57486 SPIGOT-7799, PR-1039: Expose explosion world interaction in EntityExplodeEvent and BlockExplodeEvent
7983b966 PR-1029: Trial changing a small number of inner enums to classes/interfaces to better support custom values
CraftBukkit Changes:
403accd56 SPIGOT-7831: Add CreatureSpawnEvent.SpawnReason#POTION_EFFECT
812761660 Increase outdated build delay
bed1e3ff6 SPIGOT-7827: Sync EntityPortalEvent with PlayerPortalEvent since non-players can now create portals
2444c8b23 SPIGOT-7823: Suspicious sand and gravel material are not marked as having gravity correctly
aceddcd0b SPIGOT-7820: Enum changes - duplicate method name
a0d2d6a84 SPIGOT-7813: Material#isInteractable() always returns false
8fd64b091 SPIGOT-7806: Handle both loot and inventory item drop behaviour in PlayerDeathEvent
a4ee40b74 SPIGOT-7799, PR-1436: Expose explosion world interaction in EntityExplodeEvent and BlockExplodeEvent
082aa51c5 PR-1424: Trial changing a small number of inner enums to classes/interfaces to better support custom values
66e78a96b SPIGOT-7815: Consider EntityDamageEvent status for Wolf armor damage
Spigot Changes:
5bbef5ad SPIGOT-7834: Modify max value for generic.max_absorption
We don't need to check for this with the chunk system, as
ticking chunks are actually guaranteed to ticking. Additionally,
ticking chunks may only become non-ticking during the chunk holder
manager tick - which will not happen during chunk ticking.
In Java 21, Thread#stop is no longer implemented and wiill throw
an exception when called. As a result, we simply cannot halt
the main thread during shutdown anymore.
Prevent a IOB exception when querying topic
suggestions on query string `/`.
Additionally hide help topics indices if no topics
are visible to the player requesting them.
A general set of bugfixes for itemstack damage related logic.
1. Prevent NPE when calling deprecated ItemStack#getMaxItemUseDuration()
2. Do not apply enchantments when damaging items via API
3. Do not error when passing a null equipment slot to hurtAndBreak
4. Correctly call PlayerItemBreakEvent
Only skip the damage tick logic on player entities if the original
damage was zero and was not modified by plugins down the line.
This way all the following three scenarios trigger the damage tick
a) vanilla damage was 0, plugin set it to non zero
b) vanilla damage was non zero, plugin did not modify it
c) vanilla damage was non zero, plugin set it to zero.
Regarding case c, the argument here is that EntityDamageEvent#setDamage
should not modify the damage tick logic.
1012-Use-distance-map-to-optimise-entity-tracker.patch:
1025-Collision-optimisations.patch:
1034-Actually-optimise-explosions.patch:
1039-Send-full-pos-packets-for-hard-colliding-entities.patch:
Implemented in Moonrise patch
1037-Distance-manager-tick-timings.patch:
Not needed
0668-Implement-regenerateChunk.patch:
API does not appear to be used, and it is a real pain to
implement this properly. The old patch did not handle
populators correctly, for example.
When teleporting, the spawn position packet will contain the
old position. Then the following tracking update will send a
teleport packet, but the client will lerp the position change
over 3 ticks. However, the client does not tick entities in
unloaded chunks - resulting in the lerp never occuring.
We fix this by sending the current position in the spawn packet.
Since the chunk may not even be at a loaded ticket level, the
getChunk call may invoke a sync load. To prevent this, we can
retrieve the full loaded chunk first which is guaranteed to be
non-null when unloading.
The recent upstream update moved around the event logic for
EntiyDamageEvent and its derivatives.
However, the event was called on every call to #hurt as it was moved out
of actuallyHurt.
This patch moves the invocation directly before the #actuallyHurt calls,
respective invulnerable timings.
The logic in place to prevent players from processing a damage
tick/knockback/etc when hit with 0 damage incorrectly used the damage
events final damage value, which is reduced by absorption.
Instead, use the event's "raw damage", e.g. the amount passed to hurt,
in order to determine if the damage tick should be skipped.
This still allows plugins to change the damage to a non-zero value and
properly damage ticks the player in such a case, but correctly processes
the damage tick in cases where the original damage is non zero but the
actual damage is.
* Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
e86f4dc4 PR-1041: Improve getPlayer(String) docs to clarify it matches the name
9738f005 Fix spawner API documentation
69ebd9fd PR-1034: Add TrialSpawnerSpawnEvent
23cffd9c PR-973: Improve spawner API and add API for Trial Spawners
8bf19163 PR-1038: Clarify HumanEntity#openInventory(InventoryView) JavaDoc
1ff76351 SPIGOT-7732, SPIGOT-7786: Add freezing damage modifier
02161cb4 PR-1034: Add CreatureSpawnEvent.SpawnReason#TRIAL_SPAWNER
f9cb6f34 SPIGOT-7777: All entity potion effects are removed on death
25d548eb PR-1031: Expose Creeper igniter
ccbf0915 SPIGOT-7770: Reserve spaces in shaped recipes for blank ingredients
17f7097c Clarify ambiguity around what is API
71714f0c Remove note from InventoryView JavaDoc
aaf49731 PR-1030: Deprecate more unused methods in UnsafeValues
3a9dc689 SPIGOT-7771: Material.getDefaultAttributes always returns an empty map
CraftBukkit Changes:
c3ceeb6f7 SPIGOT-7814: Call PlayerShearEntityEvent for Bogged
97b1e4f58 Fix wolf armor not dropping from use of shears
fd2ef563a SPIGOT-7812: Revert "SPIGOT-7809: Restore shield/banner conversion for base colours"
f672c351b SPIGOT-7811: Enchantments are applied on sweeping attack even if damage event is cancelled
cfe29350b SPIGOT-7808: Fix implementation of Enchantment#getName() for bad name return
19335f69e SPIGOT-7809: Restore shield/banner conversion for base colours
ae4f5a0be SPIGOT-7805: Fix jukebox deserialization
62e3b73a4 SPIGOT-7804: Fix written book serialization
aac911d26 SPIGOT-7800, SPIGOT-7801: Keep vanilla behaviour for items dropped on player death
13ece474f PR-1429: Implement TrialSpawnerSpawnEvent
bf13e9113 PR-1354: Improve spawner API and add API for Trial Spawners
515fe49e1 Increase outdated build delay
9cd5a19a0 SPIGOT-7794: Cancelling InventoryItemMoveEvent destroys items
ce40c7b14 SPIGOT-7796: Kickplayer newlines not working
5167256ff SPIGOT-7795: Fix damage/stats ignore the invulnerable damage time
f993563ee Improve cross-world teleportation handling
ab29122cf PR-1433: HumanEntity#openInventory(InventoryView) should only support views belonging to the player
764a541c5 SPIGOT-7732: Issue with the "hurt()" method of EntityLiving and invulnerable time
820084b5f SPIGOT-7791: Skull BlockState with null profile causes NullPointerException
5e46f1c82 SPIGOT-7785: Teleporting a player at the right moment can mess up vanilla teleportation
cbd95a6b3 SPIGOT-7772: Include hidden / non-sampled players in player count
3153debc5 SPIGOT-7790: Server crashes after bee nest is forced to update
e77bb26bb SPIGOT-7788: The healing power of friendship advancement is never granted
ee3d7258a SPIGOT-7789: Fix NPE in CraftMetaFirework applyToItem
2889b3a11 PR-1429: Add CreatureSpawnEvent.SpawnReason#TRIAL_SPAWNER
cdd05bc7f SPIGOT-7777: Speed attribute stays after death; missing EntityPotionEffectEvent call
d0e6af2d4 PR-1428: Expose Creeper igniter
d01c70e93 PR-1425: Fix bytecode transformation taking care of class-to-interface compatibility.
b2b08f68c SPIGOT-7770: Fix certain shaped recipes not registering
3f8e4161f PR-1426: Deprecate more unused methods in UnsafeValues
2c9dd879e SPIGOT-7771: Material.getDefaultAttributes always returns an empty map
Spigot Changes:
491f3675 Rebuild patches
0a642bd7 Rebuild patches
8897571b Rebuild patches
cb8cf80c Fix newlines in custom restart message
1aabe506 Rebuild patches
If the server tick length is high, then the amount of time
available to process chunk tasks inbetween ticks is low. As a
result, chunk loading and generation may appear to slow down.
To ensure that chunk tasks are always processed, we add logic to
execute chunk tasks during tile entity tick, entity tick, chunk
random ticking, and scheduled block/fluid ticking. The mid-tick task
execution is timed so that it is not prioritised over the server
tick.
While the null UUID is almost certainly an error, the old
implementation did not NPE as it used a plain HashMap for lookup
by UUID, whereas we use a ConcurrentHashMap which will NPE on
null keys.
The unload queue stored the chunks in the same section as
the chunk coordinate, when it needed to apply the unload shift.
Additionally, change the default region shift to the ticket
propagator shift as there is no benefit to using a low region
shift since no regionizing is occuring. This makes the unload
queue shift 6, which should reduce the number of sections to deal
with while processing unloads.