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1087 Commits

Autor SHA1 Nachricht Datum
Aikar
34e91b6e40
Rename getOwnerUUID to Tameable#getOwnerUniqueId for consistency
for the @kashike, thanks for adding a server diff to use this name!
2018-02-24 01:17:05 -05:00
Shane Freeder
fab6cbe7e7
Update B/CB 2018-02-24 04:03:32 +00:00
Shane Freeder
17e57eb6ce
Extend Player Interact to cover CommandBlocks (@Phoenix616) 2018-02-18 14:39:02 +00:00
Aikar
a64aa09862
Ignore AsyncCatcher setting for Command Dispatch, always force sync
Plugins were abusing this to dispatch commands async anyways.

We will no longer check that flag, and force all commands to be ran sync.

Use a different boolean for allowing things go to through on shutdown/restart instead.

Resolves #1004
Resolves #1005
2018-02-15 00:34:58 -05:00
Aikar
84b0287c54
Fix bug with hopper optimizations when amount > 3 - Closes #1011 2018-02-14 21:30:12 -05:00
Aikar
094bb03a37
Optimize Hoppers
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
  However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
2018-02-12 23:26:02 -05:00
Nikita Rudy
91bd6a049c Added options to disable additional ore generation in Mesa and Extreme Hills (#1006) 2018-02-12 19:44:50 -05:00
Shane Freeder
c66212c3ce
Update B/CB 2018-02-12 18:04:05 +00:00
Shane Freeder
19b309f63f
Close Structure Window when PlayerInteractEvent is cancelled
This is opened on the client, and so we send a CloseWindow packet
2018-02-12 17:47:26 +00:00
Shane Freeder
89a61a21ef
Update B/CB 2018-02-12 17:37:33 +00:00
Zach Brown
731eab80ed
Fix ArmorStand Item serialization
Broken in 09182f737d
2018-02-01 22:24:37 -05:00
Aikar
9b1ada78c9
Remove warning for custom entities in precreaturespawn, add note to event
We can't fix this. The event will simply not fire for hacky plugins replacing
entity registrations.
2018-01-28 22:50:35 -05:00
Aikar
a485501ce4
improve Profile Fill Events early return logic - #997 2018-01-28 19:40:19 -05:00
Zach Brown
09182f737d
Add ArmorStand Item Meta
This is adds basic item meta for armor stands. It does not add all
possible metadata however.

There are armor, hand, and equipment types, as well as position data
that can also be added here. This initial implementation should serve as
a starting point for future additions in this area.

Fixes GH-559
2018-01-27 20:40:42 -05:00
Zach Brown
f28f199099
Make push based hoppers imitate vanilla bounds
This is vanilla behavior https://i.imgur.com/zMIpRcQ.png
So we have to allow that sort of thing.

Fixes GH-993
2018-01-26 21:28:34 -05:00
Aikar
388f0e1001
MC-99321 - Dont check for blocked double chest for hoppers etc
This is a source of MAJOR lag for hoppers, as well as a gameplay bug.

This removes the necessity to disable the cat on chest behavior to improve performance.

now performance will be improved even if you have cat chest detection on.
2018-01-24 20:08:58 -05:00
Shane Freeder
212a6811db
Update B/CB 2018-01-24 17:31:43 +00:00
Aikar
845fcb7bd7
Fix build due to IDE inserting bad import 2018-01-21 14:12:54 -05:00
Aikar
8173d569d6
Make PlayerProfile.getProperties mutable
Most other collections returned like this is mutable, lets be consistent.
2018-01-21 14:09:41 -05:00
BillyGalbreath
4d7c516cb4 PlayerAdvancementCriterionGrantEvent (#978) 2018-01-21 13:23:34 -05:00
Aikar
5b72a03bcf
Fill Profile Property Events
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.

If Mojang API does need to be hit, event fire so you can get the results.

This is useful for implementing a ProfileCache for Player Skulls
2018-01-19 00:55:38 -05:00
Aikar
f193fdb1ab
Add SkullMeta.setPlayerProfile API
This allows you to create already filled textures on Skulls to avoid texture lookups
which commonly cause rate limit issues with Mojang API
2018-01-19 00:38:49 -05:00
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