Commit Graph

2069 Commits

Author SHA1 Message Date
Wesley Wolfe
78f48258d8 Implement ItemFactory and ItemMeta values. Adds BUKKIT-15 2012-12-17 01:31:41 -06:00
feildmaster
d20d4dc43a ItemStack.asBukkitStack(null) should return Air. Fixes BUKKIT-3170 2012-12-15 01:52:42 -06:00
Wesley Wolfe
0f4c206f9b Add isRecord and new material method tests.
Cleaned up all of the CraftBukkit tests, including moving some tests
from MaterialTest to PerMaterialTest.
2012-12-14 02:02:02 -06:00
deathmarine
53b064ec79 Fix EntityEquipment positions being reversed. Fixes BUKKIT-3157 2012-12-12 22:20:44 -06:00
Travis Watkins
24143ef6a1 Load chunks asynchronously for players.
When a player triggers a chunk load via walking around or teleporting there
is no need to stop everything and get this chunk on the main thread. The
client is used to having to wait some time for this chunk and the server
doesn't immediately do anything with it except send it to the player. At
the same time chunk loading is the last major source of file IO that still
runs on the main thread.

These two facts make it possible to offload chunks loaded for this reason
to another thread. However, not all parts of chunk loading can happen off
the main thread. For this we use the new AsynchronousExecutor system to
split chunk loading in to three pieces. The first is loading data from
disk, decompressing it, and parsing it in to an NBT structure.  The second
piece is creating entities and tile entities in the chunk and adding them
to the world, this is still done on the main thread. The third piece is
informing everyone who requested a chunk load that the load is finished.
For this we register callbacks and then run them on the main thread once
the previous two stages are finished.

There are still cases where a chunk is needed immediately and these will
still trigger chunk loading entirely on the main thread. The most obvious
case is plugins using the API to request a chunk load. We also must load
the chunk immediately when something in the world tries to access it. In
these cases we ignore any possibly pending or in progress chunk loading
that is happening asynchronously as we will have the chunk loaded by the
time they are finished.

The hope is that overall this system will result in less CPU time and
pauses due to blocking file IO on the main thread thus giving more
consistent performance. Testing so far has shown that this also speeds up
chunk loading client side although some of this is likely to be because
we are sending less chunks at once for the client to process.

Thanks for @ammaraskar for help with the implementation of this feature.
2012-12-12 19:35:53 -06:00
Travis Watkins
11593b4592 Add RegionFile from mc-dev for diff visibility 2012-12-12 04:05:47 -06:00
Wesley Wolfe
29d7cc711b Add utility class AsynchronousExecutor
This class is a general purpose task execution system, that uses stages
to separate processing blocks for asynchronous and synchronous
executions.
2012-12-12 04:05:47 -06:00
Travis Watkins
24c04dc784 Don't run mob pickup code on players. Fixes BUKKIT-3150
When a player has canPickUpLoot set to true the code for mob pickup is
triggerd which does not know how to deal with player inventory. Since
players have their own logic for picking up items we simply disable this
code for them.
2012-12-12 03:08:14 -06:00
feildmaster
4e91fbd0db Fix players not being able to pickup items due to default values.
The old flag for picking up loot was default to false, making existing players not able to pickup items. We now use this flag for Players, which gives us the problem we had in 48b46f83.

To fix this, we add an incremental flag that will be cross-examined to check if the data was saved before or after the flag level was introduced.

Addresses BUKKIT-3143
2012-12-11 06:05:54 -06:00
feildmaster
39fdb56200 Players should be able to pick up items by default. Fixes BUKKIT-3143
As an added feature, players defaulted to being able to not pick up items if the flag was false. However, since minecraft doesn't normally use the flag on players, the flag was always false.
2012-12-10 20:27:40 -06:00
feildmaster
3692209fe6 Missed a rename 2012-12-10 19:17:47 -06:00
feildmaster
430d352a5a Add EntityEquipment API. Adds BUKKIT-3103
Adds:
- Getting/Setting equipment
- getting/setting drop rates
- getting/setting ability to pick up items
-- As an added feature, players with this flag start off with a canceled PlayerPickupItemEvent
2012-12-10 19:01:50 -06:00
h31ix
684ba31c39 [Bleeding] Correct getEyeHeight value. Fixes BUKKIT-3130 2012-12-10 01:41:00 -06:00
feildmaster
22b1100001 Only display help aliases when there are aliases. Fixes BUKKIT-1621 2012-12-10 01:40:22 -06:00
feildmaster
dc93da8e34 Pass null help values values as empty strings to HelpTopics
Fixes BUKKIT-2618 and BUKKIT-2561
2012-12-10 01:40:21 -06:00
EdGruberman
f18b3cdc76 [Bleeding] Fix NPE with a null bedSpawnLocation. Fixes BUKKIT-1500 2012-12-10 01:40:20 -06:00
Wesley Wolfe
4d2a92ed47 Add isSolid() tests for each material 2012-12-09 18:15:34 -06:00
feildmaster
12c7c2f695 Implement FurnaceExtractEvent. Adds BUKKIT-2114 2012-12-08 03:58:34 -06:00
feildmaster
e760d6eb31 Add SlotFurnaceResult for diff visibility 2012-12-08 02:45:50 -06:00
EdGruberman
24abdd556d [Bleeding] Fix NPE in getBedSpawnLocation. Fixes BUKKIT-1949 2012-12-08 02:18:06 -06:00
Dark Arc
090c1a60bd Correctly shoot arrows with the spawnArrow Method. Fixes BUKKIT-3116 2012-12-08 02:15:15 -06:00
Travis Watkins
9973e7cdec Update entity state correctly when marked as persistent. Fixes BUKKIT-3123
When a mob is marked with the persistent flag (animal or anything with
setRemoveWhenFarAway(false)) the entire block of code for checking if they
should be despawned is skipped. However, one part of this code updates the
mob state if a player is close enough to them. It turns out this state is
used by the AI system to decide if the mob should move around randomly or
not. To stop mobs from being frozen in place we now update this state if
the persistent flag is set as well.
2012-12-07 21:18:51 -06:00
Travis Watkins
846a22304c Provide a faster way to get a location. Adds BUKKIT-3120
Currently when a plugin wants to get the location of something it calls
getLocation() which returns a new Location object. In some scenarios this
can cause enough object creation/destruction churn to be a significant
overhead. For this cases we add a method that updates a provided Location
object so there is no object creation done. This allows well written code
to work on several locations with only a single Location object getting
created.

Providing a more efficient way to set a location was also looked at but
the current solution is the fastest we can provide. You are not required
to create a new Location object every time you want to set something's
location so, with proper design, you can set locations with only a single
Location object being created.
2012-12-07 21:15:05 -06:00
feildmaster
c74fd4196f Use shooter constructor for Fireballs. Fixes BUKKIT-3121
Fixes fireballs exploding in the shooter's face and not having a shooter for the projectile. (Two birds with one stone!)
2012-12-07 05:25:20 -06:00
feildmaster
78bc0ad1d5 Add the ability to launch WitherSkulls. Fixes BUKKIT-3106 2012-12-07 05:25:11 -06:00
feildmaster
72ee1f3182 Fix "Commands Only" chat flag. Fixes BUKKIT-2238
Thanks for the commit @mrapple
2012-12-07 05:22:00 -06:00
feildmaster
6a04fd98ad Implement API for wolves collar color. Adds BUKKIT-3109 2012-12-05 18:08:31 -06:00
feildmaster
bb60e85fff Not enough testing went into this, you can't have packages start with numbers. 2012-12-05 16:24:00 -06:00
Wesley Wolfe
453f49abd9 Refactor all OBC, libs, and NMS into versioned packages.
org.bukkit.craftbukkit and net.minecraft.server will now include the
minecraft version in the package name. As the internal implementations
are known to change dramatically, this refactor reduces the strain on
support requests due to version mismatching.

org.bukkit.craftbukkit.libs will also have version numbers for each
imported set of packages. These are not dictated by the minecraft
version number. This is done to prevent future incompatibilities.
2012-12-05 14:43:45 -06:00
Travis Watkins
1af83da760 Don't run command blocks in empty worlds. Fixes BUKKIT-3094 2012-12-05 13:37:13 -06:00
feildmaster
09684ba9d7 Persistence isn't just animals. Fix BUKKIT-3105
Also set to this value if the persistence hasn't been updated
2012-12-05 12:28:09 -06:00
feildmaster
fb6d9e1808 Add a custom shutdown message set in bukkit.yml. Addresses BUKKIT-3031 2012-12-05 06:07:10 -06:00
Travis Watkins
320712aba7 Allow placing blocks in spawn if ops.txt is empty. Fixes BUKKIT-3004 2012-12-05 05:01:15 -06:00
Travis Watkins
5409d05d3a Ensure animals don't despawn due to old default setting.
The old default for the persistent flag on mobs was false which was then
written out to their NBT data when they were saved. We now use this data
for all mobs, not just non-animal mobs. However, this means animals that
spawned before that change will now start despawning like monsters do.

To avoid this we add a new flag to the mob's saved data to mark if the
data was saved before or after we started using it and ignore it if it
was before.
2012-12-04 23:15:53 -06:00
Wesley Wolfe
b854320fc8 Fire EntityFormBlockEvent for FallingBlocks. Adds BUKKIT-3078 2012-12-04 22:38:51 -06:00
Travis Watkins
4dadf0e2b5 Implement API for mob despawn when away from players. Adds BUKKIT-2986
As of 1.4 mobs have a flag to determine if they despawn when away from a
player or not. Unfortunately animals still use their own system to prevent
despawning instead of making use of this flag. This change modifies them
to use the new system (defaults to true) and to add API for plugins to adjust
this.
2012-12-04 20:10:23 -06:00
feildmaster
11894784b0 Fix leaky pipes (water flow). Fixes BUKKIT-3085
(Also, fix mistranslation for VehicleBlockCollisionEvent)
2012-12-01 13:33:44 -06:00
feildmaster
c596093c31 [BREAKING] Update BlockFace directions. Fixes BUKKIT-1567, BUKKIT-3069
The answer is 42
2012-12-01 01:14:25 -06:00
Wesley Wolfe
3404318bc5 Fix missed refactoring in EntityWither 2012-11-30 17:50:09 -06:00
Wesley Wolfe
1a6a828156 Add data values to EntityChangeBlockEvent. Adds BUKKIT-3077, BUKKIT-3076
This change affects Endermen and Silverfish, adding a data value for the block change event.
2012-11-30 11:59:29 -06:00
Wesley Wolfe
9bd02495df Use carried item for endermen's changed-block's id. Fixes BUKKIT-3075 2012-11-30 11:49:01 -06:00
feildmaster
0c16afd6e0 Take into account if the shooter is a player before considering pvp mode for projectiles. Fixes BUKKIT-3058 2012-11-27 12:14:53 -06:00
feildmaster
1040a81334 Fix multi-world sounds not being sent correctly. Fixes BUKKIT-3051 2012-11-25 18:05:17 -06:00
feildmaster
aa99d67963 Call EntityInteractEvent for Wood Buttons. Fixes BUKKIT-3022
Prior to this, there was no way to tell when arrows trigger buttons
2012-11-24 01:41:19 -06:00
feildmaster
cd66edd40f Fix the previous fix for "infinite 'breeding' with MonsterEggs" 2012-11-22 21:42:34 -06:00
feildmaster
22e26a5029 Call MapInitializeEvent on newly created maps. Fixes BUKKIT-2907 2012-11-21 16:48:25 -06:00
feildmaster
f0325da814 Add ItemMapEmpty for diff visibility 2012-11-21 16:19:56 -06:00
EvilSeph
45e8919598 Updated version to 1.4.5-R0.3-SNAPSHOT for development towards next release. 2012-11-20 20:34:41 -05:00
EvilSeph
cf677490e4 Updated version to 1.4.5-R0.2 in pom.xml for Beta. 2012-11-20 20:06:14 -05:00
feildmaster
71b0510f88 Fix teleporting entities with vehicles/passengers teleporting you illegally. Fixes BUKKIT-2821
Also some formatting...
2012-11-20 19:41:56 -05:00