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1115 Commits

Autor SHA1 Nachricht Datum
Aikar
531981a1cc
Move ProfileWhitelistVerifyEvent to use new PlayerProfile API
Also update javadocs on lookup events to link the new methods to use
2018-01-19 00:12:03 -05:00
Aikar
18e3bf685c
Update Profile Lookup Events to use new PlayerProfile API 2018-01-19 00:03:09 -05:00
Aikar
71c18fd5c9
Add PlayerProfile API to replace GameProfile
This simply provides the base API to create the objects. Further commits will come that adds
adds usage of this API to existing GameProfile based API's, as well as new API's.
2018-01-18 23:19:30 -05:00
Aikar
2f0e48c89a
Check for missing EntityType for PreCreatureSpawnEvent - Resolves #973 2018-01-15 23:44:21 -05:00
Aikar
d5023110eb
Fix "unlimited" max chunk gens per tick setting
hopefully tried to set it to be unlimited in the first place....
2018-01-15 23:43:46 -05:00
Aikar
6068eb129f
PlayerNaturallySpawnCreaturesEvent
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.

Also a highly more effecient way to blanket block spawns in a world
2018-01-14 17:36:24 -05:00
Aikar
b98f8232e8
Move definition of fields up 2018-01-14 17:15:27 -05:00
Aikar
6a5948b316
PreCreatureSpawnEvent - Closes #917
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.

Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.

Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.

See: https://github.com/PaperMC/Paper/issues/917
2018-01-14 17:12:13 -05:00
Aikar
7c60dbe814
update upstream for spigot-3764 fix 2018-01-14 16:15:56 -05:00
Aikar
4886fbd3cc
Fix SPIGOT-3764 - Fixes deadlock with Skull Owner changes 2018-01-13 12:29:50 -05:00
Zach Brown
e6f92aecf3
Re-add config option for max squid spawn height
Apparently not only do people actually use it, but upstream missed it.
2018-01-11 16:50:27 -06:00
Zach Brown
d8c81d20d8
Update upstream B/CB/S 2018-01-10 23:31:19 -06:00
Zach Brown
7c27a2af9c
Update patches that slipped through last 2018-01-05 01:30:03 -06:00
Zach Brown
06818d2dd7
Update upstream CB/S 2018-01-05 00:46:00 -06:00
Zach Brown
fc911a20f5
Update upstream B/CB/S 2018-01-04 02:04:31 -06:00
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
Zach Brown
eb0f5adfdc
Update upstream B/CB/S 2017-12-27 22:45:33 -06:00
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
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
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
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
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
Aikar
ad40e694a3
Update upstream 2017-12-09 12:37:09 -05:00
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
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
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
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
Zach Brown
e04bef9785
Add Obfuscation helper for armor change impl
Also alphabetize the importmcdev script... heathens, all of you
2017-11-11 00:07:45 -05:00
pkt77
3438e96192
Add PlayerArmorChangeEvent
Closes GH-928
2017-11-10 23:49:34 -05:00
BillyGalbreath
072d6ec8cb Add configurable max exp value when merging orbs 2017-11-10 23:04:06 -05:00
BillyGalbreath
d7039347b0 PlayerAttemptPickupItemEvent additions 2017-11-10 22:49:53 -05:00
Shane Freeder
f1e583753f
Merge pull request '#925' from Brokkonaut/NoAttackSoundsFromVanishedPlayers
Send attack SoundEffects only to players who can see the attacker
2017-11-08 16:27:17 +00:00
Shane Freeder
1d03f56bd6
Update B/CB/S 2017-11-08 16:13:57 +00:00
Shane Freeder
d1d4f3b465
Revert maven-surefire to prevent a build regression
In some environments, the 2.20.1 version of the maven surefire plugin
can cause builds to fail due to changes in surefire in how it detects
that the forked JVM used for testing is still alive or not.
2017-11-06 23:58:32 +00:00
Brokkonaut
d90528ab64 Send attack SoundEffects only to players who can see the attacker 2017-11-02 21:27:29 +01:00
Shane Freeder
4c71520375
allow nerfed mobs to jump again
Entity AI tasks are initialized earlier in recent versions
of MC, this means that the fromMobSpawner has not been set
at the point where AI tasks are initilazed and so the goalFloat
will never be populated.

To rectify this, we can rely on the entity tick checking if
the mob is from a spawner each tick, and just initialize the
field should the paper option be enabled. This saves us from
having to modify the call chain in order to pass the fact that
it was created by a mobSpawner earlier.
2017-10-31 15:35:05 +00:00
Shane Freeder
8381709166
rectify Configurable Cartographer Treasure Maps patch 2017-10-30 13:06:35 +00:00
Brokkonaut
8835dcc6f4
Replace HashSet with fastutil's ObjectOpenHashSet in HashTreeSet
HashSet sometimes uses compareTo() instead of equals() and this breaks the comparison of net.minecraft.server.NextTickListEntry (the only place where HashTreeSet is used).

In this cases duplicate entries could be added to the HashSet of HashTreeSet, because NextTickListEntry.compareTo() does not return 0, even if NextTickListEntry.equals() returns true.

ObjectOpenHashSet never uses compareTo(), so the inconsistencies of NextTickListEntry cause no problems.

Fixes https://github.com/PaperMC/Paper/issues/588
2017-10-29 15:35:16 +00:00
Shane Freeder
23fa02d399
Update B/CB/S 2017-10-29 15:19:21 +00:00
Shane Freeder
cdce4486d8
Don't send keepalive logger message if we've already disconnected 2017-10-17 21:40:53 +01:00
kashike
1f2e01ba79 Merge pull request #914 from Minecrell/expose-client-protocol-host
Expose client protocol version and virtual host
2017-10-17 11:03:58 -07:00
Shane Freeder
64ef6a6233
allow keepalive to wait longer for a client response
and also provide a bit more information in the server
logs so we can work out what is going on.
2017-10-16 15:37:17 +01:00
Zach Brown
a1ea3785ca
Add command for listing entities in a world
Port of 303a775fc3

Will display a list of all entities in a world, as well as which chunks
they are in. Hopefully, this will make tracking down chunks with lots of
entities easier.

Only real change from the forge version is that instead of dimension
IDs, we accept world names in the form of a string.

/paper entity list - Lists all entities in the player's current world
/paper entity list minecraft:zombie - Lists all zombies in the player's
current world

/paper entity list * world_nether - Lists all entities in the nether
/paper entity list minecraft:ghast world_nether - Lists all ghasts in
the nether
2017-10-15 17:53:49 -04:00
Shane Freeder
e9eb9ec7eb
Update CB 2017-10-13 22:07:48 +01:00
Minecrell
1f4d3af169 Expose client protocol version and virtual host 2017-10-12 17:31:36 +02:00
Shane Freeder
a6f9074647
Remove lighting patches from spigot that cause more harm than good.
This commit removes two patches from spigot:
please review the patch messages for more information, however;

"Allow Disabling of Random Lighting Updates" potentially leaves chunk light maps in an invalid state, with
how often the server looks at these anyways, this patch really serves a questionable nature, the work is
going to be done, only it's being delayed and allowing the light map to be left in a potentially outdated
state.

"Fix some chunks not being sent to the client" sends chunks before their lighting has been calculated, this
means that the client will recieve chunks before they lighting has been calculated which can cause rendering
artifacts. The original issue around this patch appears to have already been fixed years ago.
2017-10-10 23:27:47 +01:00
Shane Freeder
599d18420d
Update B/CB 2017-10-09 10:15:17 +01:00
Shane Freeder
5d722d4080
Revert keepalive back to 15 seconds 2017-10-09 09:49:12 +01:00
Shane Freeder
4e44c2b38c
Update CB/S 2017-10-07 09:57:38 +01:00
stonar96
524ebe97d7
Anti Xray v2 (#858) 2017-10-06 04:39:34 +01:00
Shane Freeder
0bff7a667d
Fix patch message (off the main thread!)
Don't tired and push!
2017-10-06 04:27:26 +01:00
Shane Freeder
8683f2dbb0
rectify comment derp somebody just to point out 2017-10-05 03:39:51 +01:00
Shane Freeder
45a9b3c847
handle PacketPlayInKeepAlive async
In 1.12.2, Mojang moved the processing of PacketPlayInKeepAlive off the main
thread, while entirely correct for the server, this causes issues with
plugins which are expecting the PlayerQuitEvent on the main thread.

In order to counteract some bad behavior, we will post handling of the
disconnection to the main thread, but leave the actual processing of the packet
on the main thread.
2017-10-05 02:25:41 +01:00
Shane Freeder
30b9b403e2
Update craftbukkit 2017-10-01 01:57:01 +01:00
Zach Brown
a8c503b86f Update documentation around PlayerJumpEvent 2017-09-29 14:58:24 -04:00
Zach Brown
7b9c5a7c49 Fix build 2017-09-28 18:55:01 -04:00
Zach Brown
56e3c7f06c Patch files need headers, weird isn't it 2017-09-28 18:43:36 -04:00
Zach Brown
83c7399962 Add PlayerJumpEvent 2017-09-28 17:38:17 -04:00
Shane Freeder
1875fb559b
Update metrics to support java 9
http://openjdk.java.net/jeps/223
Java decided to change their versioning scheme and in doing so modified the
java.version system property to return $major[.$minor][.$secuity][-ea], as
opposed to 1.$major.0_$identifier we can handle pre-9 by checking if the "major"
is equal to "1", otherwise, 9+

of course, it really wouldn't be all that simple if they didn't add a quirk, now would it.
valid strings for the major may potentially include values such as -ea to deannotate a pre release
2017-09-26 06:04:00 +01:00
Minecrell
a4ed512a93 Disable logger prefix for various plugins bypassing the plugin logger
Some plugins bypass the plugin logger and add the plugin prefix
manually to the log message. Since they use other logger names
(e.g. qualified class names) these would now also appear in the
log. Disable the logger prefix for these plugins so the messages
show up correctly.
2017-09-23 21:45:34 +02:00
Minecrell
ce34fd1ade Allow plugins to use SLF4J for logging
SLF4J is a commonly used abstraction for various logging frameworks
such as java.util.logging (JUL) or Log4j. Currently, plugins are
required to do all their logging using the provided JUL logger.
This is annoying for plugins that target multiple platforms or when
using libraries that log messages using SLF4J.

Expose SLF4J as optional logging API for plugins, so they can use
it without having to shade it in the plugin and going through
several layers of logging abstraction.
2017-09-23 21:45:27 +02:00
Minecrell
bbfc0c8ee3 Handle plugin prefixes in Log4j configuration 2017-09-23 21:30:35 +02:00
Minecrell
10893fea38 Use Log4j IOStreams to redirect System.out/err to logger
Log4j2 provides an optimized implementation of PrintStream that
redirects its output to a logger. Use it instead of a custom
implementation for minor performance improvements and some fixes.

With the old implementation, each call to System.print()
results in a separate line, even though it should not result in
a line break. Log4j's implementation handles it correctly.
2017-09-23 20:42:15 +02:00
Minecrell
72eaa08320 Update TerminalConsoleAppender to 1.0.0 (updates JLine)
Fixes #879
2017-09-23 19:57:16 +02:00
kashike
5a42891c48 Avoid NPE in AdvancementDataWorld thanks to Spigot being dumb 2017-09-21 07:01:40 -07:00
Zach Brown
88ba5fcaac
Update upstream CB
Fixes GH-887
2017-09-18 22:01:43 -04:00
Aikar
dfe2b00874 World can be null for sign conversion, fixes #886 2017-09-18 21:03:45 -04:00
kashike
60cdf86b8a Avoid NPE during CraftBlockEntityState load 2017-09-18 13:39:40 -07:00
Shane Freeder
d934dcc1e3
Update to 1.12.2, May the Tacos be with you 2017-09-18 12:04:01 +01:00
Shane Freeder
836db0ec9c
Update CB, refactor 0229-Fix-this-stupid-bullshit
Refactored 0229-Fix-this-stupid-bullshit in order to prevent merge conflicts
when spigot decides to update the timer and to provide some form of hint in the
console/log on startup.
2017-09-15 15:37:05 +01:00
Zach Brown
6d9375d222 Fix race condition with chunks, dead tile entities
Fixes PaperMC/Paper#883 same issue as MinecraftForge/MinecraftForge#4386

A more detailed anaylsis of what is probably going on, courtesy of
@bs2609 and the MCForge Issue Tracker is:

When a chunk is unloaded, the entities and tile entities it contains are
marked for removal. The actual removal (from the world) occurs later,
when the world ticks its entities.
Conversely, when a chunk is loaded, it generally adds its entities to
the world promptly, without queuing.

Here's the normal sequence of events:

Chunk unloaded
Old entities removed
Chunk loaded
New entities added

However, what can happen:

Chunk unloaded
Chunk loaded
New entities added
Old entities removed

This occurs when an unloaded chunk is reloaded before its corresponding
entities have been removed.
2017-09-11 22:21:57 -04:00
Zach Brown
a0cd14a34c
Rebuild patches 2017-09-06 22:59:08 -04:00
Shane Freeder
3baf14a8ec
Rebuild patches 2017-09-03 01:09:35 +01:00
BillyGalbreath
75cb198fd2
LivingEntity#setKiller 2017-08-24 15:19:29 -04:00
kashike
d43da9fc70 Allow specifying a custom "authentication servers down" kick message
Thanks to @phenomax in #855
2017-08-17 16:16:44 -07:00
Shane Freeder
4368f412c6
Update CB 2017-08-16 16:47:06 +01:00
Shane Freeder
d77731eee2
Update S 2017-08-12 22:51:29 +01:00
Zach
b22423be8b Merge pull request #853 from Brokkonaut/dragon-egg-falling
I forgot the // Paper comment
2017-08-11 21:39:54 -05:00