Instead of allocating a buffer for every chunk compression, reuse
the same 64k sized buffer.
Also stopped doing dynamic compression levels. It wasn't helping enough.
This will improve memory usage and zlib performance of chunk compression.
Exposes a mutable array on items a player should keep on death.
This allows a cleaner method to implement "Keep certain items on death"
than how plugins currently do it in that it never removes them in first
place, so its safe if the player logs out/server is shutdown before respawn.
Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4
getting lots of bug reports on light. just going to drop this even though
I really don't see how it could be the source due to my understanding of
the games light engine...
Fixes#1920
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
4c8327f7 SPIGOT-4673: EntitySpawnEvent should not be called for players
Spigot Changes:
5629554b Rebuild patches
Use O(1) patterns for mapping conversions to improve plugin performance.
Optimize collections used by legacy plugin conversion
This should improve plugin performance across the board
on Paper for both Modern and Legacy Plugins.
Also log how long building those tables takes...
PlayerList#moveToWorld already untracks the player from the player list,
meaning that we do not need to worry about this untracking players
who've left the world, The server also untracks a player during
disconnect, handing yet another case.
If we don't need to untrack players who've left the world, it should be
reasonably save to do this, as we're not going to be performing any
server->client updates here, which is what this code is intended to do,
and all players should be untracked.
turning this to true allows 1 player to deny other players the ability
to have mobs spawn. It really is a bad idea and reverts back to iffy
mob spawn limits where mob farms in the world stops natural spawns
from occuring.
Really recommend resorting to different solutions than ever using this config.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
451bd74e Use gson for decoding version command
CraftBukkit Changes:
51100db8 SPIGOT-4678: Fix placing signs in certain circumstances
This resolves the super common complaint about mobs not spawning.
This was ultimately a flaw in the vanilla count algorithim that allows
spawners and other misc mobs to count against the mob limit, which are
not bounded, and can prevent the entire world from spawning new.
I believe Bukkits changes around persistence may of actually made it
worse than vanilla.
This should fully solve all of the issues around it so that only natural
influences natural spawns.
Allows you to return the SpawnReason for why an Entity Spawned
Pre existing entities will return NATURAL if it was a non
persistenting Living Entity, SPAWNER for spawners,
or DEFAULT since data was not stored.
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Developers!: You will need to clean up your work/Minecraft/1.13.2 folder
for this
Also, restore a patch that was dropped in the last upstream
Bukkit Changes:
279eeab3 Fix command description not being set
96e2bb18 Remove debug print from SyntheticEventTest
CraftBukkit Changes:
d3ed1516 Fix dangerously threaded beacons
217a293d Don't relocate joptsimple to allow --help to work.
1be05a21 Prepare for imminent Java 12 release
a49270b2 Mappings Update
5259d80c SPIGOT-4669: Fix PlayerTeleportEvent coordinates for relative teleports
Spigot Changes:
e6eb36f2 Rebuild patches
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Please note that this build includes changes to meet upstreams
requirements for nullability annotations. While we aim for a level of
accuracy, these might not be 100% correct, if there are any issues,
please speak to us on discord, or open an issue on the tracker to
discuss.
Bukkit Changes:
9a6a1de3 Remove nullability annotations from enum constructors
3f0591ea SPIGOT-2540: Add nullability annotations to entire Bukkit API
CraftBukkit Changes:
8d8475fc SPIGOT-4666: Force parameter in HumanEntity#sleep
8b1588e2 Fix ExplosionPrimeEvent#setFire not working with EnderCrystals
39a287b7 Don't ignore newlines in PlayerListHeader/Footer
Spigot Changes:
cf694d87 Add nullability annotations
CraftBukkit already checks that we're not trying to copy data
back to the same snapshot, reverting this fixes the ability to
properly update non-snapshot blockstates
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
CraftBukkit Changes:
f102d882 SPIGOT-4647: Properly cancel VehicleDamageEvent
ec17d07d Use getBukkitEntity for ExplosionPrimeEvent instead of creating new one
Fixes GH-1887
Prior to this change, the lastTick value for zombies would be set to
their initial spawn tick. This caused the drowned conversion process to
immediately occur rather than observing the vanilla delay.
Easy fix, just make sure its set again when the process actually starts.
And no, this change has absolutely nothing to do with the other thing.
That's been fixed and remains fixed.
Mojang stored whitelist state in 2 places (Whitelist Object, PlayerList)
some things checked PlayerList, some checked object. This moves
everything to the Whitelist object.
I really don't know how this could break things with light, but wanted to
let it be an option so we can try turning it off to fix some light bug reports
Also adds a limit to stop sending Sign data to client after 500
signs per chunk to limit client lag.
Use -DPaper.excessiveSignsLimit=500 to configure that limit, or -1
to disable the limit and let your players be abused.
fixes#1878
now 80 chars counts multi sized code points the same so 80 chinese
characters would be allowed too.
Removed outbound limit as it doesn't solve the chunk oversize problem.
proper fix for chunk sending in another patch next.
we missed something in updating this patch and accidently left
hashCode as a 0 value. This caused a pretty nasty performance hit
for BlockStateEnum instances as they would be all a hash collision.
This update fixes that and also promotes the optimizations to cover
ALL cases of Block States, not just enums.
While mojang cached hashCode in 1.13, we can still just use a simple
large prime based hashCode that auto increments guaranteeing no overlap.
Additionally, replace all equals with an identity check.
modified clients can send abnormally large data from the client
to the server and it would get stored on the sign as sent.
the client can barely render around 16 characters as-is, but formatting
codes can get it to be more than 16 actual length.
Set a limit of 80 which should give an average of 16 characters 2
sets of legacy formatting codes which should be plenty for all uses.
This does not strip any existing data from the NBT as plugins
may use this for storing data out of the rendered area.
it only impacts data sent to and from the client.
Set -DPaper.maxSignLength=XX to change limit or -1 to disable
per feedback from @liach about a bug with vanillas previous logic
that we essentially just reverted to. complex recipes could run into
cases where a recipe that does have enough items can be unsatisfied
if the items are in certain orders, making them not truely shapeless.
this scenario doesn't occur in vanilla, but users can load custom recipes.
this improves the logic to do some sorting on the lists to improve
chances of matching the recipes harder ingredients before the easier
to satisfy ingredients.
the likelyhood of someone adding a recipe that still fails this is too
extreme to care about. i doubt mojangs implementation is perfect either.
we can improve this logic more later if we actually get bug reports on it.