While the option remains a powerful tool we recommend everyone use, 30s is
proving to be a bit much for certain gametypes and many admins are confused
that after updating they are now facing extreme loaded chunk counts.
We do recommend experienced users configure this value as needed, but we
cannot keep it as a default option given the variety of gametypes, the
potential inexperience of new users, and previous users upgrading and
now facing extreme chunk counts that offer little benefit.
1) Sign loading code was trying to parse the JSON before the check for oldSign.
That code could then skip the old sign converting code if it triggers a JSON parse exception.
2) New Mojang Schematic system has Tile Entities in the new converted format, but missing the Bukkit.isConverted flag
This causes Igloos and such to render broken signs. We fix this by ignoring sign conversion for Defined Structures
Vanilla will double add Spider Jockeys to the world, so ignore already added.
Also add debug if something else tries to, and abort before world gets bad state
Some pretty micro optimizations, but this is the hottest method in the server....
This will drastically reduce number of operations to perform getType
the 2 previous patches was squashed into 1
When players are moving in the world, doing things such as building or exploring,
they will commonly go back and forth in a small area. This causes a ton of chunk load
and unload activity on the edge chunks of their view distance.
A simple back and forth movement in 6 blocks could spam a chunk to thrash a
loading and unload cycle over and over again.
This is very wasteful. This system introduces a delay of inactivity on a chunk
before it actually unloads, which is maintained separately from ChunkGC.
This allows servers with smaller worlds who do less long distance exploring to stop
wasting cpu cycles on saving/unloading/reloading chunks repeatedly.
Workaround for GH-189
Relocation breaks the lookup of a resource bundle, and this is easier than forking and maintaining our own version
AFAIK this should be fine to do. Guess we'll see
I misread the code and thought the code kept looping until the mob spawn cap was hit.
Upon furthur review, this is not true, so this patch doesn't do anything sane.
Behavior may be buggy or otherwise broken, testing with the option is needed.
`fix-cannons` has been removed in favor of `enable-old-tnt-cannon-behaviors`
Use -1 to represent vanilla/unlimited.
Updated PaperWorldConfig to also update the individual worlds limit if it was set
to the new default value.
Should hopefully help #235
Because Techable keeps complaining about how this isn't thread safe,
easier to do this than replace the entire thing.
Additionally, move Saving of the User cache to be done async, incase
the user never changed the default setting for Spigot's save on stop only.
may help #284
Cleans up the lighting queue system, reducing diff and improving implementation.
We no longer stop chunk unloads due to lighting updates, and instead simply flush the lighting queue.
The cost of forcing the chunk (and its neighbors!) to stay loaded waiting for its
lighting work to finish is much greater than simply taking the hit and doing the work.
This change also helps reduce the diff and avoid bugs with missed diffs by removing
duplicated logic.
Also switches to a more effecient data structure (ArrayDeque instead of LinkedList) for the queue itself.
no obviousy bugs caused by this at the moment, but we may need to clean up process to be like
how I use to have it before vanilla did it, and we shouldn't leave this boolean in an invalid state.
While I can't think of any reason to do this except some REALLY weird workflow, I still added a config
to let you save them incase someone runs into issues.
Use at your own risk, we will not waste our time with support
if your server times out and you cant put 2+2 together to
figure out that its because you killed the watchdoge