Commit Graph

520 Commits

Author SHA1 Message Date
Aikar
e11a8f0bd5 Configurable Keep Spawn Loaded range per world
This lets you disable it for some worlds and lower it for others.
2016-04-03 17:34:38 -04:00
Aikar
47221671ba Configurable Grass Spread Tick Rate
Raise this value to make grass spread slower. Set to 0 to turn off grass spreading all together.
2016-04-03 16:29:39 -04:00
kashike
73fc582824 Fix reducedDebugInfo not initialized on client 2016-04-03 05:09:42 -05:00
Zach Brown
f6782d5738 Rebuild 2016-04-03 05:06:48 -05:00
Zach Brown
d463cc6139 Merge branch 'feature/unknown-use' of https://github.com/kashike/Paper into kashike-feature/unknown-use 2016-04-03 04:52:36 -05:00
Zach Brown
2f79610112 Mark chunk as active if ChunkUnloadEvent is cancelled
Potentially related to GH-169
2016-04-03 02:02:06 -05:00
Zach Brown
bb265b967d We don't need to go fast anymore 2016-04-03 02:00:35 -05:00
kashike
871920f2f5 Add PlayerUseUnknownEntityEvent 2016-04-02 18:10:41 -07:00
Aikar
cd3d8fb27e Update upstream 2016-04-01 22:08:40 -04:00
DemonWav
2b99b1095e <~Z750> sex it up for me 2016-04-01 01:59:59 -05:00
Zach Brown
d8c6c41507 gottagofast 2016-04-01 01:33:12 -05:00
Aikar
081420d738 improve implementation of chunk access patch 2016-04-01 00:35:44 -04:00
Aikar
c0e1410682 Fix pom to be compile instead of provided for fastutil 2016-04-01 00:35:21 -04:00
Aikar
c92ce02363 Move fastutil from a patch file to a library, and improve EAR 2016-04-01 00:18:18 -04:00
Aikar
78202f87b7 Remove Long2ObjectHashMap for Chunks
Speaking with Amaranth, his point of his implementation was that most
of the lookups are on loaded chunks, so that code is optimized for that case.

While Long2Object should be faster as a general purpose map,
for MC uses, Amaranth's version should be faster. Will try to benchmark
the 2 at some future.
2016-03-31 22:17:33 -04:00
Aikar
d03da137f2 Fix isEdgeOfChunk check for MCUtils 2016-03-31 22:17:33 -04:00
Aikar
578af64827 Update upstream for memory leak patch 2016-03-31 21:47:17 -04:00
Aikar
dea2d41b86 Do not load chunks for light checks
Should only happen for blocks on the edge that uses neighbors light level
(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
2016-03-31 19:29:06 -04:00
Aikar
0ba94906ad Fix Massive Memory Leak
Pathfinder objects are storing references to ChunkCache's, and never cleaning up.

These ChunkCache's then leak other entity objects. Those entity objects then have leaks to their
own chunk cache. A recursive problem....

Clean up the ChunkCache reference after it is done being used.
2016-03-31 19:08:27 -04:00
Zach Brown
fb52abdf7e Upstream merge CB, rebuild patch 2016-03-31 12:58:20 -05:00
Zach Brown
582ad801b5 Missed diff, unused config entry, general cleanup
cc GH-170
2016-03-30 22:56:30 -05:00
Aikar
3b2d6fd59e add null check to getEntity API 2016-03-30 21:56:07 -04:00
Aikar
fb74f6dbfd Use paperclip.properties so CI can work 2016-03-30 21:27:13 -04:00
Aikar
38df6e505c Paper 1.9.2 Update 2016-03-30 20:50:23 -04:00
Aikar
f051ea2ab3 Use FastUtil Long/Int HashMap's
For DataWatcher, swap out plain Integer key HashMap for a Int2ObjectOpenHashMap
For ChunkProviderServer, swap out CB's custom LongHashMap with Long2ObjectOpenHashMap

These collections are super fast as seen
http://java-performance.info/hashmap-overview-jdk-fastutil-goldman-sachs-hppc-koloboke-trove-january-2015/
2016-03-30 09:43:11 -05:00
Zach Brown
a785a9460e Skip dead entities in getEntity(UUID) API 2016-03-30 09:41:12 -05:00
DemonWav
4bf9c3c177 Add getEntity by UUID API 2016-03-30 01:20:36 -05:00
Zach Brown
d46c56abf0 Put this patch in the patches folder, so it's actually used 2016-03-29 13:56:19 -05:00
Antony Riley
af65eaaa3b Sanitise RegionFileCache and make cache size configurable. 2016-03-29 19:09:43 +03:00
Fabse
d71444f966 Add a workaround for bugged Minecart drop names 2016-03-28 22:41:27 -05:00
Aikar
48dff29f31 Remove, not invalidate, Metadata on reload
Objects loaded over different class loaders are not the same. Nasty dragons lie here.

Also clean up the previous patch to no longer butcher imports.
2016-03-28 22:43:05 -04:00
Aikar
c09424fd33 Prevent Waterflow BlockFromToEvent from loading chunks
Many protection plugins would unintentionally trigger chunk loads
by calling .getToBlock() on an unloaded chunk, killing performance.

Simply skip the event call. as CraftBukkit blocks changing the block
of unloaded chunks anyways.

This keeps behavior consistent, vs inconsistent flowing based on plugin triggered loads.
2016-03-28 22:05:22 -04:00
Aikar
b99e8381ab EntityPathfindEvent
Fires when an Entity decides to start moving to a location.

This is not the same as a move event. This only fires when an entity chooses
to start moving to a location, and allows cancelling that pathfind.

Additionally, only get is supported for now. Unsure if changing target location
is safe to do.
2016-03-28 21:24:45 -04:00
Aikar
9ff01b16ab Add MCUtils helper
This will be used by my next commit. But trying to get the build going
since CI blew up
2016-03-28 21:01:42 -04:00
Aikar
fb3834f805 And AddTo is a different event than RemoveFrom 2016-03-28 20:58:42 -04:00
Aikar
53309e9172 Actually fire those events 2016-03-28 20:57:15 -04:00
Aikar
89c912061b Configurable Chunk Inhabited Timer
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.

For people who want all chunks to be treated equally, you can disable the timer.
2016-03-28 20:47:46 -04:00
Aikar
22b248d631 Entity AddTo/RemoveFrom World Events
These events will give plugins a reliable way to track every entity that is added
or removed from a world, so that one may always ensure they are in a desired state.
2016-03-28 20:33:10 -04:00
Aikar
030de0f42a Update upstream 2016-03-28 20:27:56 -04:00
Aikar
d52a49cfa1 Option to disable BlockPhysicsEvent for Redstone
Not sure of any reason a plugin would need to act on a Physics event
for redstone. There is a BlockRedstoneEvent that plugins can also use
for accessing redstone activity.

Defaulting this to false will provide substantial performance improvement
by saving millions of event calls on redstone heavy servers.
2016-03-28 19:57:13 -04:00
Zach Brown
0363644455 Don't set spawn world in PlayerInitialSpawnEvent
Fixes GH-85 and GH-157
2016-03-28 13:00:47 -05:00
Zach Brown
249e52e7a8 Fix player tab list API 2016-03-28 10:41:04 -05:00
Zach Brown
b210aa7dfe Update upstream B/CB/Spigot and rebuild 2016-03-27 20:48:50 -05:00
Zach Brown
bf877b9a72 Check async spawn chunk check, remove unused variables, GH-159 2016-03-27 20:31:23 -05:00
DemonWav
34973fe898 Add same infi-loop fix to other identical block of code I missed earlier 2016-03-27 05:42:02 -05:00
Zach
5108183346 Merge pull request #153 from kashike/feature/slot
Access items by EquipmentSlot
2016-03-27 02:24:12 -05:00
Zach Brown
85ee80938b Update upstream and rebuild 2016-03-27 01:40:17 -05:00
kashike
eeb64630cd Access items by EquipmentSlot 2016-03-26 22:23:42 -07:00
DemonWav
ef3d40bf2a Prevent possible infinite loop in BlockPosition iterator 2016-03-26 22:06:33 -05:00
Gabscap
f356b447b7 Load chunk before player teleport - Fixes #147 2016-03-26 19:05:31 +01:00
Zach Brown
79c54e4434 Pull in ArrowPickupItemEvent and legacy dataconverter fix from SportBukkit 2016-03-26 03:38:02 -05:00
Zach Brown
47b71ea411 Update upstream CB/Spigot
cc GH-146
2016-03-26 01:38:02 -05:00
Zach Brown
451ede36cf Merge upstream changes and rebuild patches 2016-03-25 18:21:38 -05:00
Byteflux
8b76c66f4b Entity#getOrigin() should return a cloned Location 2016-03-25 09:39:58 -07:00
Byteflux
5bd7a9ab62 Always try to load entity origin location from new NBT tag 2016-03-25 09:32:20 -07:00
Byteflux
ced183982a Add Entity Origin API
This replaces the TNT and Falling Block Source Location API with a more
general purpose API that works with all entities.
2016-03-25 02:24:27 -07:00
Zach Brown
a6a5b12b9e Re-add TileEntity removal list, fix build 2016-03-25 02:50:56 -05:00
Zach Brown
dab9d40bfd Update upstream CB 2016-03-25 02:30:39 -05:00
Byteflux
074838e0f3 Fix timings config being removed by another patch 2016-03-24 23:46:53 -07:00
Byteflux
3fd3544a36 Add Lighting Queue
The lighting queue spreads out the processing of light updates across
multiple ticks based on how much free time the server has left at the end
of the tick.
2016-03-24 23:38:38 -07:00
Byteflux
1d88720b2c Relocate Timings v2 patch 2016-03-24 22:04:44 -07:00
Byteflux
2f0866fef0 Fix decompile errors in mc-dev imports patch 2016-03-24 19:57:01 -07:00
Gabscap
a897a66edf rebuild 2016-03-25 02:23:23 +01:00
Aikar
f5eb0e04bc rebuild 2016-03-24 20:29:40 -04:00
Zach Brown
7d084c8b67 Update upstream B/CB
Remove patch 0099: Pulled into upstream CraftBukkit
2016-03-24 01:39:29 -05:00
Aikar
4b35a6d530 remove blockstate cache patch 2016-03-23 21:19:45 -04:00
Zach Brown
6c16a295b5 Clean up title and tab list patch
Remember kids, the Ballmer peak is hard to hit https://xkcd.com/323/
Finally fixes #126 and #94 (I tested, it does, please, really, promise)
2016-03-23 01:05:09 -05:00
Aikar
f794ca4eca Optimize isValidLocation for inlining - Resolves #123 2016-03-22 23:44:46 -04:00
Aikar
30748518b4 Setting the cache is important to access a cache 2016-03-22 23:44:35 -04:00
Zach Brown
222a306fb9 How does typing work?
Closes GH-125
2016-03-22 14:55:42 -05:00
Zach Brown
3f3fc8b6dc Configurable spawn chances for skeleton horses
Closes feature request GH-111
2016-03-22 12:07:34 -05:00
Aikar
06e453017f rebuild patches 2016-03-22 01:49:52 -04:00
Aikar
e11c563e9f Optimize Chunk Access
getting a loaded chunk is one of the most hottest pieces of code in the game.
Often, getChunkAt is called for the same chunk multiple times in a row, often
from getType();

Optimize this look up by using a Last Access cache.
2016-03-22 01:48:05 -04:00
Aikar
15dd8f0692 Don't teleport dead entities
Had some issue with this in past, and this is the vanilla logic.
Potentially an old CB change that's no longer needed.
2016-03-22 01:48:05 -04:00
Aikar
2e29af3df0 Use a Shared Random for Entities
Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created.
2016-03-22 01:48:05 -04:00
Gabscap
6b4b7d300c Add "Waving banner workaround" 2016-03-22 00:37:00 -05:00
Aikar
17a08203ed Make Chunk IO Thread Base count configurable 2016-03-21 23:53:04 -04:00
Aikar
816fccea08 Fix skull cache case bug
missing cache hits on players with uppercase letters in name
2016-03-21 23:38:24 -04:00
Aikar
9a2f82feca Cache BlockState for Blocks
Improve performance for many plugins that call .getState() multiple
times for things like signs that have to "build" sign data.
2016-03-21 23:38:19 -04:00
Aikar
8d0fbc5c1d Another attempt at unload queue, including EAR improvements.
should be fully working now as I pretty much fell back to existing
methods so anything touching the unloadQueue set should behave correctly.

And maintained NMS Reflection safe change too
2016-03-21 23:04:38 -04:00
Aikar
646b62a220 Make /reload require typing confirm to actually reload 2016-03-21 21:40:29 -04:00
willies952002
62580304f4 Add Bukkit#reloadPermissions()
Fix issues with Paper build #544
2016-03-21 21:29:41 -04:00
Aikar
def021fb9b fix rebuild patches and rebuild current patches 2016-03-21 20:46:54 -04:00
Daniel Ennis
8616dc012c Merge pull request #91 from willies952002/feature/permReload
Allow Reloading of Custom Permissions - resolves #49
2016-03-21 20:24:27 -04:00
William
869ab5202e Allow Reloading of Custom Permissions
Add the ability to reload the custom permissions file by doing "/reload permissions"

Implements Feature Request: https://github.com/PaperMC/Paper/issues/49
2016-03-21 19:28:52 -04:00
Zach Brown
ca7c627ded Use singleton in Village class to work around null issue that evades 2016-03-21 10:28:45 -05:00
Zach Brown
836ec9dc1a Upstream merge Bukkit, update Paperclip 2016-03-21 09:04:19 -05:00
Zach Brown
e2bbf2228d Support offline mode from the whitelist command
Closes GH-79
2016-03-21 00:53:32 -05:00
Zach Brown
ef3a9f1286 Also handle original end case that spawned the issue
Final commit for GH-96 if there's any justine in the world
2016-03-20 23:15:37 -05:00
Zach
082e07406f Merge pull request #118 from Techcable/fix/spigot-title-compatibility
Fix backwards compatibility with spigot title api
2016-03-20 22:53:57 -05:00
Techcable
a96fcc9206 Fix backwards compatibility with spigot title api
I shouldn't have assumed their api was anything other but a thin (and incomplete) wrapper over the packets.

Fixes #94
2016-03-20 20:46:31 -07:00
Zach Brown
84b54438c1 Only mark player as invulnerable if they're actually changing worlds
Fixes GH-96
2016-03-20 22:39:00 -05:00
Zach Brown
537c4994db Only mark player as invulnerable if they're going to the end
cc GH-96
2016-03-20 19:44:49 -05:00
Zach Brown
f01982bf4c Upstream merge 2016-03-20 16:05:42 -05:00
Daniel Ennis
aa054b6838 Catch Async PlayerChunkMap operations - Fixes #113 2016-03-20 15:25:30 -04:00
Aikar
a1651ffd8e Disable Chunk Unload Queue Patch for now 2016-03-20 00:54:23 -04:00
Aikar
532e229c28 handle NaN health/absorb values and repair bad data
Undoes damage from Damage API bugs
2016-03-20 00:35:02 -04:00
Aikar
480a87933a Improve chunk unload queue to maintain some previous expectations
While the previous logic was logically correct, some CB API's before
would request a chunk without removing it from the unload queue.

While this is logically wrong, some plugins seem to be causing unload issues.

This change will make anything using that one API that use to not remove from
queue, no longer remove from queue.

Hopefully other activities on the server will touch the chunk if it REALLY is in use.
2016-03-20 00:13:20 -04:00
Zach Brown
6760f394ef Update upstream and rebuild patches 2016-03-19 20:20:25 -05:00
Zach Brown
924ce8be30 Remove patch pulled upstream and rebuild patches 2016-03-19 17:52:09 -05:00