Commit Graph

3068 Commits

Author SHA1 Message Date
Aikar
13b35536ce
Configurable Max Chunk Gens per Tick
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.
2018-01-01 16:38:34 -05:00
Aikar
baeb737366
Configurable Chunks Sends per Tick setting
Vanilla already had this limited, make it configurable.

Limit how much exploration lags the server
2018-01-01 16:36:23 -05:00
Aikar
c3432c8d29
Update Upstream 2018-01-01 16:29:33 -05:00
Shane Freeder
27a4d45e39
Update B/CB 2017-12-31 13:45:47 +00:00
Shane Freeder
32b75c814a
Update B/CB 2017-12-30 08:55:15 +00:00
Shane Freeder
1180d8f383
Update B 2017-12-28 16:56:31 +00:00
Zach Brown
eb0f5adfdc
Update upstream B/CB/S 2017-12-27 22:45:33 -06:00
Shane Freeder
a1b538fc71
Update CB 2017-12-26 00:52:24 +00:00
Shane Freeder
c79d824fcd
Provide a system property to set the keepalive limit
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.
2017-12-24 13:44:41 +00:00
Zach Brown
34731dd04e
Restructure lighting queue runnable handling
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.
2017-12-22 15:25:01 -06:00
Aikar
fc194dfaae
Ability to apply mending to XP API
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.
2017-12-20 17:50:26 -05:00
Shane Freeder
d82250d611
[CI-SKIP] Fix apatch zsh support 2017-12-20 13:21:08 +00:00
Aikar
54f9e9fb1a
Always copy completions for #setCompletions in Tab Complete Events
Per feedback on 7fb767f
2017-12-20 01:09:54 -05:00
Aikar
46394cb8b0
ExperienceOrbMergeEvent
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.
2017-12-19 22:57:46 -05:00
Aikar
0fcd0b5c52
Make PlayerPickupExperienceEvent extend PlayerEvent 2017-12-19 22:08:28 -05:00
Aikar
9f204c2a91
PlayerPickupExperienceEvent
Allows plugins to cancel a player picking up an experience orb
2017-12-19 22:05:16 -05:00
Aikar
2603e833f7
Auto sort enchants on items - Fixes #915
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.
2017-12-19 17:56:13 -05:00
Aikar
7fb767fe41
AsyncTabCompleteEvent shouldn't store Immutable Lists 2017-12-19 16:52:53 -05:00
Aikar
c208d652b4
ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:46:27 -05:00
Aikar
93376977a3
Add World#createExplosion(Location, float, boolean, boolean) API
don't know why this API was missing
2017-12-19 16:25:38 -05:00
Shane Freeder
fa204e45f9
Don't blindly send unlit chunks when lighting updates are allowed
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.
2017-12-18 07:37:50 +00:00
Shane Freeder
0f97922ebd
Restore broken lighting logic from spigot 2017-12-18 07:35:42 +00:00
Aikar
099911fbd1
Update upstream 2017-12-17 01:34:54 -05:00
Aikar
b8833f477c
SPIGOT-3699: Fix cloning banner itemstacks
the banner meta would end up with a shared reference to the patterns
2017-12-15 15:57:15 -05:00
Zach Brown
f9c8c9eecf
Update upstream CB 2017-12-12 21:34:50 -05:00
Aikar
ece3333123
Display warning on deprecated recipe API
Any plugin still using this API will result in the server saving an inconsistent UUID to player data files,
which then triggers warnings such as "Tried to load unrecognized recipe: bukkit:9e5b92f5-e549-4f47-b0a8-9f89390ed77b removed now."
on the players login.

Plugin authors need to define a key to keep it consistent between server restarts.
2017-12-09 12:42:11 -05:00
Aikar
d4c3a3b967
add latest copy of my apatch to the repo for easy access 2017-12-09 12:37:31 -05:00
Aikar
ad40e694a3
Update upstream 2017-12-09 12:37:09 -05:00
Shane Freeder
eefbd63ea9
Update B/CB 2017-12-07 01:07:36 +00:00
Shane Freeder
a693cb21ab
Update B/CB/S 2017-12-05 01:34:10 +00:00
Aikar
70caa048a8
Fix AsyncTabCompleteEvent not setting isCommand 2017-11-29 23:36:31 -05:00
Aikar
b02a8b65df
Avoid NPE in PathfinderGoalTempt 2017-11-29 22:19:24 -05:00
Shane Freeder
f0e225b526
Fix ClassCastException in tabCompletor (fixes #942) 2017-11-27 16:52:32 +00:00
Aikar
147081d0ff
AsyncTabCompleteEvent
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
2017-11-26 22:05:48 -05:00
Shane Freeder
f31eb87d39
Fix javadocs 2017-11-25 17:53:42 +00:00
Shane Freeder
f4e9f4737f
Do not use a snapshot for hoppers
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.
2017-11-25 17:39:31 +00:00
Aikar
79f57aa18c
API to get a BlockState without a snapshot
This allows you to get a BlockState without creating a snapshot, operating
on the real tile entity.

This is useful for where performance is needed
2017-11-24 07:28:57 +00:00
Shane Freeder
1912d06613
Update B/CB 2017-11-24 07:14:38 +00:00
Shane Freeder
6c5d4f75ee
Update B/CB 2017-11-20 14:50:30 +00:00
Zach Brown
e90dd1b684 Fix view distance API handling on negative values
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.
2017-11-18 21:45:22 -05:00
Shane Freeder
7f12781017
Update B/CB/S 2017-11-18 03:04:21 +00:00
Shane Freeder
caec68907d
Update B/CB/S 2017-11-17 09:55:26 +00:00
Shane Freeder
5980496556
use CB BlockState implementations for captured blocks (Fixes #868) 2017-11-16 12:37:52 +00:00
Shane Freeder
33bf9031be
Update B/CB 2017-11-16 07:16:50 +00:00
Zach
b1c21f10da
Merge pull request #935 from avatarmc/prevent-disconnected-logins
Prevent logins from being processed when the player has disconnected
2017-11-15 22:36:56 -05:00
Zach Brown
ac880e00b4
Fix logic for unconditional xp orb merging
Fixes GH-936
2017-11-13 20:30:45 -05:00
killme
6aa7d59b7b Prevent logins from being processed when the player has disconnected 2017-11-13 15:32:20 +01:00
Aikar
9af72652cd Update CB Upstream 2017-11-12 18:53:38 -05:00
Aikar
7ba9baadca Use <= instead of < for structure patch
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
2017-11-12 18:51:10 -05:00
Aikar
0f2c274998 Improve Structures Checking
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)
2017-11-11 19:06:45 -05:00