Commit Graph

1423 Commits

Author SHA1 Message Date
BillyGalbreath
720f7d920e SkeletonHorse Additions (#1283) 2018-08-04 20:12:41 -05:00
Aikar
c44f8e3b57 Fix client rendering skulls from same user
See: https://github.com/PaperMC/Paper/issues/1304

Changes the UUID sent to client to be based on either
the texture payload, or random.

This allows the client to render multiple skull textures from the same user,
for when different skins were used when skull was made.

Closes #1304
2018-08-04 20:42:27 -04:00
Aikar
e9eef0114e [CI-SKIP] Re-add getBukkitEntity methods to child classes
Helps with development to not need to cast as much...

No clue why upstream makes some of the decisions they do....
2018-08-04 17:03:53 -04:00
Aikar
375120437f Merge branch 'master' into pre/1.13
* master:
  Undo a mistaken chunk registration change - Closes #1302
2018-08-04 13:00:26 -04:00
Aikar
dad4f590f0 Undo a mistaken chunk registration change - Closes #1302
I misinterpreted some code as a risk of entity loss, but now
after deeper study, I see how that code was used more and why
it was adding entities to chunks that they shouldn't have been
in during a world transfer process.
2018-08-04 12:53:38 -04:00
Aikar
d8c877daad Merge branch 'master' into pre/1.13
* master:
  Fix ItemStack.removeEnchantment returning wrong value
2018-08-04 01:22:57 -04:00
Aikar
154a6bba21 Fix ItemStack.removeEnchantment returning wrong value 2018-08-04 01:13:10 -04:00
Aikar
fc99b0dc70 Merge branch 'master' into pre/1.13
* master:
  make dupe uuid saferegen delete range configurable
  Entity add to world fixes - #1223
2018-08-04 00:33:21 -04:00
Aikar
7fe1caf23d make dupe uuid saferegen delete range configurable
also ensure we never process already valid entities. this shouldnt be possible as of recent
commits as we made the entity slice array safer, but doesn't hurt for this logic to be safe too
incase that patch got dropped in a future version by accident/necessarily
2018-08-04 00:23:00 -04:00
Aikar
d59b727a40 Entity add to world fixes - #1223
1) Chunk Registration might kill an entity, don't add it to the world if it did!

2) By default, entities are added to the world per slice iteration.
This opens risk of the slices being manipulated during chunk add if an
EntityAddToWorldEvent spawns an entity into this chunk.
Fix this by differing entity add to world for all entities at the same time

3) If a duplicate entity is attempted to add to the world of an entity, and
the original entity is dead, overwrite it as the logic does for unloaod queued entities.

Should hopefully finish up issues with #1223
2018-08-03 23:02:44 -04:00
Aikar
f09645d934 Merge branch 'master' into pre/1.13
* master:
  Fix logic bug in negative XP bug fix - Closes #1169
2018-08-03 21:20:57 -04:00
Aikar
a75c747cd7 Fix logic bug in negative XP bug fix - Closes #1169 2018-08-03 20:59:35 -04:00
Aikar
5148f6bae0 Merge branch 'master' into pre/1.13
* master:
  Fix "MC-135506: Experience should save as Integers" still saving as short" (#1301)
2018-08-03 09:26:56 -04:00
Mark Vainomaa
6116576bf3 Fix "MC-135506: Experience should save as Integers" still saving as short" (#1301) 2018-08-03 16:25:21 +03:00
Aikar
19073d84a4 fix missing | on dupe uuid patch 2018-08-03 08:51:04 -04:00
Aikar
9dde9d710e fix missing | on dupe uuid patch 2018-08-03 08:51:04 -04:00
Zach Brown
d691bec84f Use correct update flag and blockdata for portals
Fixes GH-1286
2018-08-03 03:26:10 -05:00
Aikar
919b04c7b8 Merge branch 'master' into pre/1.13
* master:
  fix missed break statement and enum check on dupe uuid resolve
2018-08-03 01:33:34 -04:00
Aikar
a72b697cbb fix missed break statement and enum check on dupe uuid resolve 2018-08-03 01:32:00 -04:00
Aikar
c4fd14d690 Merge branch 'master' into pre/1.13
* master:
  MC-135506: Experience should save as Integers
  Fix EXP orb merging causing values to go negative - Closes #1169
  Add "Safe Regen" Duplicate UUID resolver and make default
2018-08-03 01:29:20 -04:00
Aikar
e966ee5aef Upstream update 2018-08-03 01:04:28 -04:00
Aikar
3522a633d6 MC-135506: Experience should save as Integers
A large orb will lose its EXP value if it went over 32k due to short truncation.
2018-08-03 00:07:02 -04:00
Aikar
712ded51a2 Fix EXP orb merging causing values to go negative - Closes #1169 2018-08-03 00:06:20 -04:00
Aikar
4128c348c2 Add "Safe Regen" Duplicate UUID resolver and make default
After witnessing behavior of the regeneration logs, its clear that Vanilla
has had bugs with saving duplicate entities for a while....

Some entities are saved in multiple chunks, and now we are bringing those duplicates
out that use to never surface.

This mode will analyze if the entity appears to be a duplicate (near the other dupe uuid)
and delete the entity instead.

This should reduce regenerations to entities that are nowhere near each other, and
therefore more likely to be subject to real UUID collisions due to our
previous bug, and therefor should survive the chunk load.
2018-08-02 23:06:03 -04:00
Zach Brown
631614f5bd Update upstream B/CB 2018-08-02 18:29:34 -05:00
Aikar
66db17bdd4 Update upstream 2018-08-01 22:49:47 -04:00
Zach Brown
5d5faf3cc6 Make portal teleportation adjustment math more accurate
Fixes GH-1295

Non-standard sized portals exacerbate a flaw in the vanilla
portal teleportation adjustment logic.
As a result, an entity can end up slightly inside of the surrounding
portal blocks. In vanilla, this issue is minor and you are adjusted out
as if it never happened. In CraftBukkit and derivatives, the
anti-suffocation behavior activates and players end up teleported on top
of their portals.

This improves the offset so as to keep the issue from ever occurring in
the first place.

Special thanks to CarpetMod who appears to have had this fixed for some
time, and has licensed their code such that we can use it as needed.
2018-07-31 20:13:40 -05:00
Zach Brown
fdb8141a2b Add decompile fix for ChunkSection 2018-07-31 16:55:57 -05:00
Zach Brown
f17ce0acb2 Merge branch 'master' into pre/1.13 2018-07-31 16:44:46 -05:00
Zach Brown
8930ecd00e [CI-SKIP] Add paper comment to last patch edit 2018-07-31 16:41:33 -05:00
Zach Brown
cc597bfd1d Ensure players are not marked to be removed after re-add 2018-07-31 16:39:15 -05:00
Zach Brown
1e737abf13 Re-add GH-1286 fix for portals
Accidentally removed in 897d804c62

Also added to End Portals
2018-07-31 15:16:12 -05:00
Shane Freeder
87cbe8e40c Fixup keepalive logic (closes #1274) 2018-07-31 16:39:08 +01:00
Shane Freeder
6de5639fe3 Fix misapplied line in keepalive changes 2018-07-31 15:19:18 +01:00
Shane Freeder
897d804c62 Cleanup PortalCreateEvent patch 2018-07-31 15:14:54 +01:00
Shane Freeder
a8c3640efd Merge branch 'fix-portal-create-event' of https://github.com/prplz/Paper into pre/1.13 2018-07-31 15:07:41 +01:00
Shane Freeder
09b6ad6501 Merge branch 'master' into pre/1.13 2018-07-31 14:50:40 +01:00
Michael Himing
9608bdb825 Fix nether portals (#1286) 2018-07-31 23:33:30 +10:00
Shane Freeder
d72dce83ad Break up and make tab spam limits configurable
Due to the changes in 1.13, clients will send a tab completion request
for all bukkit commands in order to factor in the lack of support for
brigadier and provide backwards support in the API.

Craftbukkit, however; has moved the chat spam limiter to also interact
with the tab completion request, which while good for avoiding abuse,
causes 1.13 clients to easilly be kicked from a server in bukkit due
to this. Removing the spam limit could cause issues for servers, however,
there is no way for servers to manipulate this without blindly cancelling
kick events, which only causes additional complications. This also causes
issues in that the tab spam limit and chat share the same field but different
limits, meaning that a player having typed a long command may be kicked from
the server.

Splitting the field up and making it configurable allows for server owners
to take the burden of this into their own hand without having to rely on
plugins doing unsafe things.

This patch has been applied to 1.12.2 in order to allow people using
plugins which allow clients of newer versions to connect, this is
not a common practice, however is being done as a level of nicety
given the current status of 1.13
2018-07-31 13:53:49 +01:00
Aikar
429c317232 Merge pull request #1214
55d5aef0 Add TNTPrimeEvent (Mark Vainomaa)

* pull/1214/head:
  Add TNTPrimeEvent
2018-07-31 01:49:40 -04:00
Aikar
1e848fb0ed Merge branch 'master' into pre/1.13
* master:
  PlayerProfile.complete shouldn't throw NPE
2018-07-31 01:44:11 -04:00
Aikar
f036462d5b PlayerProfile.complete shouldn't throw NPE
We have a result boolean for this already, and this
method was meant to be "Try from cache, if that fails, look it up"

So NPE'ing there just wasn't correct.
2018-07-31 01:37:41 -04:00
willies952002
4d30046dbf World EntityHuman Lookup Optimizations (#1291)
Fixes #1290
2018-07-31 00:27:45 -04:00
Zach Brown
452f012665 Update upstream B/CB 2018-07-30 20:19:41 -05:00
Zach Brown
5368b241ab Fix i18n String API
In 1.13 the method previously used now returns translatable keys.
`block.minecraft.cobblestone` instead of `Cobblestone`

We just need to make sure we're translating those keys.
2018-07-30 16:07:36 -05:00
Aikar
720dabd2aa Update Upstream
Removed my ChunkLoadEvent patch as upstream fixed it
2018-07-30 01:08:59 -04:00
Aikar
5fe01c2659 Merge branch 'master' into pre/1.13
* master:
  clear current chunk and entity slice on chunk unload
2018-07-30 01:06:39 -04:00
Aikar
2b23006694 clear current chunk and entity slice on chunk unload
ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...

But apparently some people are triggering this.

See #1223
2018-07-30 00:51:58 -04:00
Aikar
ef22f9d531 Merge pull request #1244
07cf46c4 Rebuild Patches (BillyGalbreath)
9362271f AnvilDamageEvent (BillyGalbreath)

* pull/1244/head:
  Rebuild Patches
  AnvilDamageEvent
2018-07-30 00:12:03 -04:00
Anthony MacAllister
366c974474 EntityTransformedEvent (#1281) 2018-07-29 23:54:13 -04:00
willies952002
b6ba2877b7 Expand ArmorStand API (#1277)
Add the following:
- Add proper methods for getting and setting items in both hands. Deprecates old methods
- Enable/Disable slot interactions
2018-07-29 23:53:59 -04:00
Aikar
924a15f961 Fix last patch for 1.13, pulled the push button too quickly... 2018-07-29 23:05:35 -04:00
Aikar
ddd23165a6 Merge branch 'master' into pre/1.13
* master:
  MC-111480: Start Entity ID's at 1 - Closes #1287
2018-07-29 23:00:41 -04:00
Aikar
4bd8975ab6 MC-111480: Start Entity ID's at 1 - Closes #1287
DataWatchers that store Entity ID's treat 0 as special,
and can break things such as Elytra Fireworks.
2018-07-29 23:00:00 -04:00
Aikar
20bf0ed9ea Update upstream 2018-07-29 22:16:15 -04:00
Aikar
430513974f Fix bug with entities not being added from loaded chunks
No entities were lost in this bug, just we were triggering the add entities
before they were loaded due to an inconsistent order of putting chunk into chunkmap.

Any entity that appeared to be gone on the last build will now be back.
2018-07-29 21:53:02 -04:00
Aikar
1c52c3a29c [EXPERIMENTAL] Provide option to use a versioned world folder for testing
This should not ever be used in production!!

This setting is intended for testing so you can try out converting your world
without actually modifying the world files.

This will add some additional overhead to your world, but you're
just testing anyways so that's not a big deal :)

Will store in a folder named after the current version.

PlayerData and Data folders are copied on server start, so there
may be some delay there, but region files are only copied on demand.

This is highly experiemental so backup your world before relying on this to not modify it
2018-07-29 17:05:50 -04:00
Aikar
18944d81ff Process Chunk.addEntities before chunkLoadEvent
1.13 undesirably changed behavior here that chunk load event fired
before the entities were added to the world.

This means any plugin that spawns entities in chunk load event
causes the entities to be registered to the chunk, and then
added to the world twice.

Moves Entity Add to World to be done anytime a chunk is
registered to the Chunk Map, and ignore other calls.

Fixes #1288
2018-07-29 17:05:24 -04:00
Aikar
82500a59f0 Merge branch 'master' into pre/1.13
* master:
  Always process chunk registration after moving
  Always move Entity to its new Chunk even if unloaded
  If Entity is added to chunk, look up the chunk if current isnt set
  Ignore Dead Entities in entityList iteration
  Always process chunk removal in removeEntity
2018-07-29 13:12:39 -04:00
Aikar
c33b679642 update upstream 2018-07-29 12:42:07 -04:00
Hugo Manrique
3cce0c9f1b Optimize hasItemMeta (remove getItemMeta call) (#1279)
Spigot 1.13 checks if any field (which are manually copied from the ItemStack's "tag" NBT tag) on the ItemMeta class of an ItemStack is set.

We could just check if the "tag" NBT tag is empty, albeit that would break some plugins. The only general tag added on 1.13 is "Damage", and we can just check if the "tag" NBT tag contains any other tag that's not "Damage" (https://minecraft.gamepedia.com/Player.dat_format#Item_structure) making the `hasItemStack` method behave as before.

Check the `ItemMetaTest#testTaggedButNotMeta` method to see how this method behaves. (I also added some extra tests).

`hasItemMeta()` will return true if `ItemStack.getDamage() != 0` or it has the `Damage` tag or any other tag is set.

Closes #1222
2018-07-29 18:30:01 +02:00
Aikar
cf817bd292 Always process chunk registration after moving
This will help guarantee that entities are always in the
chunk that they are currently located at.

Should hopefully also fix Citizens triggering the "Saved to wrong chunk" message
2018-07-29 12:10:20 -04:00
Aikar
24f2a7f9f6 Always move Entity to its new Chunk even if unloaded
Vanilla logic here would allow us to remvoe an entity from
its current chunk, and if it was going to move into an unloaded
chunk, that entity would not be added to the unloaded chunk.

This is bad because this will result in the entity being lost!

In almost all cases, the chunk will be loaded, but in the event
it wasn't, instead of losing the entity, load the chunk to add
the entity to it.
2018-07-29 12:06:35 -04:00
Aikar
372d9c2d4a If Entity is added to chunk, look up the chunk if current isnt set
Hopefully will (f)ix #1280...

I'm suspicious that Citizens isn't calling things in the same order and causes the current
chunk to not be set, which then bugs removals. Though this doesn't make any sense to me,
so this likely won't fix it...

But if the isAddedToChunk is true, we really should be returning a chunk anyways if its loaded.
2018-07-29 12:04:09 -04:00
BillyGalbreath
07cf46c4e3 Rebuild Patches 2018-07-28 22:15:52 -05:00
BillyGalbreath
3eb423d212 Merge branch 'pre/1.13' of https://github.com/PaperMC/Paper into AnvilDamageEvent 2018-07-28 22:02:56 -05:00
Aikar
189b80e425 Ignore Dead Entities in entityList iteration
A spigot change delays removal of entities from the entity list.
This causes a change in behavior from Vanilla where getEntities type
methods will return dead entities that they shouldn't otherwise be doing.

This will ensure that dead entities are skipped from iteration since
they shouldn't of been in the list in the first place.
2018-07-28 12:26:36 -04:00
Aikar
f94330b3e4 Always process chunk removal in removeEntity
Spigot might skip chunk registration changes in removeEntity
which can keep them in the chunk when they shouldnt be if done
during entity ticking.

Should fix some cases where "Entity is still in another chunk section"
Related to #1223
2018-07-28 12:13:52 -04:00
BillyGalbreath
28d01d85cc 1.13: EnderDragon Events (#1247)
Replaces PR #1185 for 1.13

Add some new cancellable enderdragon events dealing with its fireball shooting and the areaeffectcloud it spawns. Based on [talking with someone with a specific use-case](https://www.spigotmc.org/threads/cancel-projectilehitevent.326466/) this was [confirmed to work](http://i.imgur.com/ezlfpKC.png) for them in PM.
2018-07-28 01:03:10 -05:00
Aikar
1ac925f0e0 Merge branch 'master' into pre/1.13
* master:
  Fix Dupe UUID logic triggering when the duplicate is pending unload
2018-07-28 01:59:20 -04:00
Aikar
6cd0bd29ab Fix Dupe UUID logic triggering when the duplicate is pending unload
Vanilla logic checks unload queue and overwrites if its in it.
we're triggering this if a chunk unloads, and reloads immediately in same tick.

Added check for unload queue to not treat as duplicate

Also fixed the config setting not even loading
2018-07-28 01:20:06 -04:00
Shane Freeder
5abfd8100e Update CB/S 2018-07-28 03:38:13 +01:00
Aikar
817b9934c7 Merge branch 'master' into pre/1.13
* master:
  Relookup Entity Save ID if was null during precache
2018-07-27 00:44:53 -04:00
Aikar
3c8a4cb1bb Relookup Entity Save ID if was null during precache
Should fix #1280

Citizens hijacks entity map, and im guessing under the right conditions
the result might actually be null during entity creation

Pre the cache patch, the id is looked up on save, so it was fine.

Now, if its null and the save ID is requested, we will try to look
it up again and cache it if found.
2018-07-26 23:57:31 -04:00
Shane Freeder
9629d65220 Fix EntityDismountEvent changes
While upstream has now made this event cancellable, their changes
result in the vechicle being removed before the event is called,
thus leading cancellation to not behave as expected.
2018-07-26 18:41:00 +01:00
Shane Freeder
ff4fc52552 Update B/CB/S 2018-07-26 16:20:37 +01:00
Aikar
42e1254bbe Merge branch 'master' into pre/1.13
* master:
  Prevent Saving Bad entities to chunks
2018-07-26 00:57:16 -04:00
Aikar
119ae29b37 Prevent Saving Bad entities to chunks
See https://github.com/PaperMC/Paper/issues/1223

Should fix Vanilla bugs

Minecraft is saving invalid entities to the chunk files.

Avoid saving bad data, and also make improvements to handle
loading these chunks. Any invalid entity will be instant killed,
so lets avoid adding it to the world...

This lets us be safer about the dupe UUID resolver too, as now
we can ignore instant killed entities and avoid risk of duplicating
an invalid entity.

This should reduce log occurrences of dupe uuid messages.

Also reduce the logging spam overall.
2018-07-26 00:51:20 -04:00
Zach Brown
0b2b5ecc33 Remove deprecated AuthLib API from Paper-API
Use the PlayerProfile API as a replacement
2018-07-25 21:49:43 -05:00
Aikar
7a058415e5 Merge pull request #1256
adbb709f Fix decompile error (Hugo Manrique)
f2fe0329 Re-add Vanished players don't have rights patch (Hugo Manrique)

* pull/1256/head:
  Fix decompile error
  Re-add Vanished players don't have rights patch
2018-07-25 19:41:35 -04:00
Aikar
5d33e18bf8 Merge branch 'master' into pre/1.13
* master:
  Apply spawner delay for cancelled pre spawn events (#1276)
2018-07-25 19:07:56 -04:00
Aikar
8536a71daa Update upstream 2018-07-25 19:05:07 -04:00
Max Lee
dccf0f6a08 Apply spawner delay for cancelled pre spawn events (#1276)
Setting the flag updates the spawner's delay which stops the spawner from trying to find a new spawn position each tick efter the event was cancelled/aborted which makes it usable for mob stackers/mergers and other plugins that don't actually want any mob to spawn in the spawner cycle but keep the overall behaviour close to vanilla.

This might slightly effect existing plugins that use this event but I doubt anyone really relied on this behaviour, the only possible use case that I can think of is cancelling the event until you find a suitable position in your plugin... and this should be handled by the plugin itself by cancelling and spawning at the position manually.
2018-07-25 23:19:51 +01:00
Shane Freeder
10ed7dc6b4 Explictly reset chat format in vanilla scoreboard display (fixes #1263)
Vanilla now uses chat components for scoreboards, thus no longer
returns a string which also resets the chat the chat format, add
this back ourselves.
2018-07-25 09:58:03 +01:00
Aikar
34a60bdae9 Fix RCON Ip Defaulting to wrong value - Closes #1267 2018-07-25 01:24:28 -04:00
Aikar
5992b9f2ad Update upstream and remove hopper patch for #1270 2018-07-25 01:11:08 -04:00
Brokkonaut
875c84df6f Fix broken block iteration (#1269)
Fixes https://github.com/PaperMC/Paper/issues/1259 and generation of the end pillars
2018-07-25 03:39:30 +02:00
Aikar
af10851ed2 restore uuid to Entity.toString 2018-07-24 00:48:07 -04:00
Aikar
a78fe918bf Optimize Region File Cache
CraftBukkit added synchronization to read and write methods. This adds
much more contention on this object for accessing region files, as
the entire read and write of NBT data is now a blocking operation.

This causes issues when something then simply needs to check if a chunk exists
on the main thread, causing a block...

However, this synchronization was unnecessary, because there is already
enough synchronization done to keep things safe

1) Obtaining a Region File: Those methods are still static synchronized.
   Meaning we can safely obtain a Region File concurrently.

2) RegionFile data access: Methods reading and manipulating data from
   a region file are also marked synchronized, ensuring that no 2 processes
   are reading or writing data at the same time.

3) Checking a region file for chunkExists: getOffset is also synchronized
   ensuring that even if a chunk is currently being written, it will be safe.

By removing these synchronizations, we reduce the locking to only
when data is being write or read.

GZIP compression and NBT Buffer creation will no longer be part of the
synchronized context, reducing lock times.

Ultimately: This brings us back to Vanilla, which has had no indication of region file loss.

Closes #1260
2018-07-23 23:50:09 -04:00
Aikar
533770f772 Merge branch 'master' into pre/1.13
* master:
  Add some debug for entity slices
  Mark chunk dirty on entity changes
  Reduce and improve dupe uuid resolve message
  Add more entity debug info
  Bring some 1.13 authors to master
  Fixed more stuff
  Remove unsed method
  Extend player profile API to support skin changes
  Extend player profile API to support skin changes
2018-07-23 23:20:41 -04:00
Aikar
6ee16a913b Update upstream 2018-07-23 23:00:57 -04:00
Aikar
782c68dad7 Add some debug for entity slices
If we find any entity in an unexpected state, log it so we can discover
what potentially put it in that state to relate to issue #1223
2018-07-23 22:55:27 -04:00
Aikar
f41ff893dd Mark chunk dirty on entity changes
This is to hopefully help avoid any chunk saving entity issues.
Marks the chunk that it NEEDS to be saved, ensuring the latest state gets saved.
2018-07-23 22:54:52 -04:00
Aikar
3b12d748b4 Reduce and improve dupe uuid resolve message 2018-07-23 22:50:56 -04:00
Aikar
64077154ff Add more entity debug info 2018-07-23 22:50:47 -04:00
Aikar
1eee376989 Merge pull request #1250
Cleaned up some implementation notes to use existing Vanilla method for some things.
merged into parent patch

9526c764 Fixed more stuff (NickAcPT)
8672424c Remove unsed method (NickAcPT)
a7f45fb1 Extend player profile API to support skin changes (NickAcPT)
4cccd48a Extend player profile API to support skin changes (NickAcPT)

* pull/1250/head:
  Fixed more stuff
  Remove unsed method
  Extend player profile API to support skin changes
  Extend player profile API to support skin changes
2018-07-23 20:31:33 -04:00
Aikar
af3bd62f9e Merge pull request #1248
1cff9820 PlayerElytraBoostEvent (BillyGalbreath)

* pull/1248/head:
  PlayerElytraBoostEvent

Also merged paper config into parent
2018-07-23 20:24:44 -04:00
Aikar
1ec5f04a0e Merge pull request #1254
d6bfa1a0 Re-add Option to prevent armor stands from doing entity lookups (Hugo Manrique)

* pull/1254/head:
  Re-add Option to prevent armor stands from doing entity lookups
2018-07-23 20:21:28 -04:00
Aikar
8e2ae7eb37 Merge pull request #1257
5e14f241 Put the decompile fixes into MC Dev Fixes patch (Andrew Steinborn)
9399a74c Optimize RegistryID.c() (Andrew Steinborn)

* pull/1257/head:
  Put the decompile fixes into MC Dev Fixes patch
  Optimize RegistryID.c()
2018-07-23 20:15:56 -04:00
Aikar
f3a76d261a Fix a concurrency issue with chunk scheduler
It's possible we won't hit this on the servers current state since nothing is async,
but we are working towards that.

I experienced a crash due to this code during my work.
2018-07-23 19:41:41 -04:00
Aikar
7349a434ad Fix memory leak in proto chunk change 2018-07-23 19:41:29 -04:00
Aikar
77c51f1785 Update upstream 2018-07-23 18:57:54 -04:00
Shane Freeder
ceedd8c4f1 Update S
Also drop a few patches which are no longer needed/already merged in.
2018-07-23 18:21:07 +01:00
Andrew Steinborn
5e14f2410c Put the decompile fixes into MC Dev Fixes patch 2018-07-23 13:10:06 -04:00
Andrew Steinborn
9399a74c2a Optimize RegistryID.c()
Fixes #1253
2018-07-23 12:58:01 -04:00
Hugo Manrique
adbb709ff5 Fix decompile error 2018-07-23 16:57:21 +02:00
Hugo Manrique
f2fe0329c1 Re-add Vanished players don't have rights patch 2018-07-23 14:31:18 +02:00
Hugo Manrique
d6bfa1a05c Re-add Option to prevent armor stands from doing entity lookups
Remove old patch
2018-07-23 13:08:02 +02:00
Shane Freeder
fea7cd7e3c Avoid ArithmeticException should server be stopped before worlds are loaded
Our changes for the spawn radius have the potential to throw an ArithmeticException
should the server be stopped before we've loaded worlds, we check if the server is
running earlier to check if we should even consider attempting to load chunks, which
would cause us to, 1) not load chunks anyways, as we're disabled; 2) throw an
ArithmeticException due to us expecting that we're going to be loading more than 0 chunks.
2018-07-23 10:24:51 +01:00
Shane Freeder
0c14fc6ee6 Update B/CB/S 2018-07-23 09:39:55 +01:00
Aikar
68c928477c Remove debug that got left in proto chunk change last build 2018-07-22 22:33:43 -04:00
Aikar
fa09f31f10 Don't save Proto Chunks
These chunks are unfinished, and waste cpu time saving these unfinished chunks.
the loadChunk method refuses to acknoledge they exists, and will restart
a new chunk generation process to begin with, so saving them serves no benefit.
2018-07-22 21:25:48 -04:00
Aikar
7c1ad2bc8d Fix spawn loading percentages 2018-07-22 19:53:01 -04:00
Aikar
84b819bcb8 Fix Chest open/close animations 2018-07-22 19:39:56 -04:00
Aikar
9108f443a8 Re-add Optimize Hoppers patch 2018-07-22 19:03:54 -04:00
Aikar
1fbc4f4d9b Re-add block inlining - Closes #1229
Also reordered MC Utils to be higher up
2018-07-22 18:46:13 -04:00
Aikar
d5a4135e98 Update upstream 2018-07-22 13:10:15 -04:00
Aikar
70c967fb6b Update Paper to 1.13 proper - THIS IS STILL HIGHLY UNSTABLE
DO NOT RUN ON PRODUCTION SERVERS!!! Use Backups!!
2018-07-22 01:27:46 -04:00
Aikar
6b5f080374 Add mc util methods 2018-07-22 00:45:49 -04:00
Aikar
1db0b7ed58 Readd configurable max chunk gens per tick 2018-07-21 17:24:18 -04:00
Aikar
d6293c533d Restore Configurable Allowance of Perm Chunk Loaders 2018-07-21 17:03:26 -04:00
Aikar
58a8ca3eae Restore World.loadChunkAsync API - but load chunks sync
We are still missing Async Chunk Loading, but plugins may be
depending on this API, so it missing blocks upgrading.
2018-07-21 16:55:43 -04:00
Aikar
1b778924c3 Rebuild patches for upstream merge 2018-07-21 16:43:00 -04:00
Aikar
7c13469d6c Merge branch 'master' into pre/1.13
* master:
  Duplicate UUID Resolve Option
  Add more information to Entity.toString
  change LAST_EDIT to PAPER_LAST_EDIT for edit commands
  Add more information to Entity.toString()
  Add Debug Entities option to debug dupe uuid issues
  Guard the Entity.SHARED_RANDOM from seed changes
  Create a symlink on not-windows to current minecraft decompile dir
2018-07-21 16:13:27 -04:00
Aikar
97d99711ff Update Upstream 2018-07-21 16:03:10 -04:00
Aikar
51f03d3579 Duplicate UUID Resolve Option
Due to a bug in bd75ff8b5b
which was added all the way back in March of 2016, it was unknown (potentially not at the time)
that an entity might actually change the seed of the random object.

At some point, EntitySquid did start setting the seed. Due to this shared random, this caused
every entity to use a Random object with a predictable seed.

This has caused entities to potentially generate with the same UUID....

Over the years, servers have had entities disappear, but no sign of trouble
because CraftBukkit removed the log lines indicating that something was wrong.

We have fixed the root issue causing duplicate UUID's, however we now have chunk
files full of entities that have the same UUID as another entity!

When these chunks load, the 2nd entity will not be added to the world correctly.

If that chunk loads in a different order in the future, then it will reverse and the
missing one is now the one added to the world and not the other. This results in very
inconsistent entity behavior.

This change allows you to recover any duplicate entity by generating a new UUID for it.
This also lets you delete them instead if you don't want to risk having new entities added to
the world that you previously did not see.

But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options.

It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 14:47:05 -04:00
Aikar
1b8cee45a0 Add more information to Entity.toString 2018-07-21 14:46:56 -04:00
NickAcPT
9526c76438 Fixed more stuff 2018-07-21 18:17:54 +01:00
NickAcPT
8672424ca1 Remove unsed method 2018-07-21 16:54:52 +01:00
NickAcPT
a7f45fb1b4 Extend player profile API to support skin changes
Added code that refreshes the player's skin by sending packets with a special order, telling the client to respawn the player and re-apply the game profile
2018-07-21 16:22:10 +01:00
Aikar
f8af5faa43 Add more information to Entity.toString() 2018-07-21 10:29:37 -04:00
Aikar
19cec88852 Add Debug Entities option to debug dupe uuid issues
Add -Ddebug.entities=true to your JVM flags to enable more logging
2018-07-21 10:29:14 -04:00
Aikar
33cf273156 Guard the Entity.SHARED_RANDOM from seed changes
I don't clearly see any, but as a protection for future changes.
2018-07-21 09:03:10 -04:00
Brokkonaut
df8c42d4ad 1.13: Resend bed on cancelled interaction (#1245)
Minecraft 1.13 requires resending the block for both parts of the bed
2018-07-21 14:47:22 +02:00
NickAcPT
4cccd48a4c Extend player profile API to support skin changes
Added code that refreshes the player's skin by sending packets with a special order, telling the client to respawn the player and re-apply the game profile
2018-07-21 12:58:48 +01:00
BillyGalbreath
1cff982021 PlayerElytraBoostEvent 2018-07-21 02:00:31 -05:00
BillyGalbreath
9362271fc3 AnvilDamageEvent 2018-07-20 23:37:40 -05:00
Shane Freeder
7dd591d1a6 update B/CB/S 2018-07-20 20:57:43 +01:00
Zach Brown
f899206b89 Merge branch 'master' into pre/1.13 2018-07-20 14:15:12 -05:00
Minecrell
4e5ac2a052 Rebuild patch numbers 2018-07-20 14:06:39 -05:00
Minecrell
593e81812a Update to TerminalConsoleAppender 1.1.1 (#1240)
See https://github.com/Minecrell/TerminalConsoleAppender/releases/tag/1.1.1
2018-07-20 21:04:11 +02:00
Zach Brown
77f54129b4 Move decomp fix from last up to fixes patch 2018-07-19 16:55:27 -05:00
Zach Brown
c17484979e Fix crash in RegionLimitedWorldAccess 2018-07-19 16:51:32 -05:00
Shane Freeder
62511066e1 Merge branch 'master' into pre/1.13 2018-07-19 20:23:18 +01:00
Minecrell
391324437a Avoid adding NetworkManager twice
The removal of `ServerConnection.this.h.add(networkmanager);` got
lost in the 1.13 update, causing network managers to be registered
twice.

Fixes "handleDisconnection() called twice" warning spam in console.
2018-07-19 20:14:27 +02:00
Minecrell
9a1643dab4 Fix decompile/deobfuscation error in BlockPosition iterator
Some of the fields in the anonymous class are named the same as the
surrounding method's parameters, which caused the fields to be
initialized incorrectly.

That way it keeps returning the same block position, resulting
in an infinite loop during chunk generation.
2018-07-19 19:50:34 +02:00
Hugo Manrique
b90705d2ad Avoid item merge if stack size above max stack size (#1217) 2018-07-19 17:51:55 +02:00
Aikar
c3a05c5ba0 Update master patches just merged to 1.13 2018-07-19 01:51:01 -04:00
Aikar
be3fe3da6d Merge branch 'master' into pre/1.13
* master:
  Don't process despawn if entity is in a chunk scheduled for unload
  Fix Squids corrupting the entire servers entity randomness....
  Fix placement of chunk tracking - Fixes #1199
2018-07-19 01:46:11 -04:00
Aikar
bc063a06e8 Don't process despawn if entity is in a chunk scheduled for unload
This won't happen anyways if the user has
"skip ticking for entities in chunks scheduled for unload" turned on,
but if they don't, protect from this instant killing the entity to
keep it vanilla in behavior

a player may teleport away, and trigger instant despawn
2018-07-19 01:25:18 -04:00