01a13871de
Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
31 Zeilen
1.8 KiB
Diff
31 Zeilen
1.8 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Sudzzy <originmc@outlook.com>
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Date: Thu, 3 Mar 2016 02:50:31 -0600
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Subject: [PATCH] Configurable inter-world teleportation safety
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People are able to abuse the way Bukkit handles teleportation across worlds since it provides a built in teleportation
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safety check.
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To abuse the safety check, players are required to get into a location deemed unsafe by Bukkit e.g. be within a chest
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or door block. While they are in this block, they accept a teleport request from a player within a different world. Once
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the player teleports, Minecraft will recursively search upwards for a safe location, this could eventually land within a
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player's skybase.
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Example setup to perform the glitch: http://puu.sh/ng3PC/cf072dcbdb.png
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The wanted destination was on top of the emerald block however the player ended on top of the diamond block.
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This only is the case if the player is teleporting between worlds.
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diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
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index 6f5248febd3f84f2f5bc83806cbb9953600b71b6..342cd3c6ffdcf46f0329e072fae446c5e9665e33 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
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+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
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@@ -1129,7 +1129,7 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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if (fromWorld == toWorld) {
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entity.connection.teleport(to);
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} else {
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- server.getHandle().respawn(entity, toWorld, true, to, true);
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+ server.getHandle().respawn(entity, toWorld, true, to, !toWorld.paperConfig().environment.disableTeleportationSuffocationCheck); // Paper
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}
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return true;
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}
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