If a custom TravelAgent is used and returns null for findOrCreate method
a NullPointerException will occur.
Conflicts:
src/main/java/net/minecraft/server/PlayerList.java
Recent changes caused PlayerPortalEvent to suddenly return null
unexpectedly and could end up in NPEs resulting that did not before.
This commit addresses that situation by always ensuring a TravelAgent
instance is returned.
The TravelAgent for world 0 is returned arbitrarily in an effort to
compensate for plugins that are implementation dependent and expect some
form of a TravelAgent to be accessible in the event at all times.
Vanilla does not check for blocks in which the player could
suffocate when changing dimension, so portals will happily spawn
players in blocks when using a portal under certain
circumstances. However, we currently check for these instances
and move the player up until they will not suffocate. This means
that players can sometimes be taken to above the target portal,
making it seem as if a portal was not created. Instead, we now
disable this suffocation check when moveToWorld is called from
changeDimension, mirroring vanilla behavior more accurately.
Due to the having to generate new logic to avoid using the customized
PlayerConnection.moveToWorld, entities returning from The End were not
properly calculating their exit target. This commit corrects that
logic.
By having a single function to process BlockPlacement logic, we make
it so that there is consistent behavior throughout all BlockPlace
events. This should allow for easier troubleshooting and less diffs
in source.
This also fixes BUKKIT-3463 by including the correct coordinates that
were clicked to the event.
Also fixes: BUKKIT-3477 and BUKKIT-3488
Minecraft likes to double check that tile entities get set after they
are placed, however we didn't set tile entities until after our event
was called. This caused the world to have multiple tile entities in a
single block location; to fix this we now set tile entities before
the event.
When the skull BlockPlaceEvent was added it was made so the event
would be called after all the data has been set, however this is a
behavior change that is inconsistent with other BlockPlaceEvents.
Instead, if people wish to get the block data they should schedule
a task.
Relates to: BUKKIT-3438
When either of those settings are false, the worlds are not loaded and
therefore will not be targeted for portal exits. Existing worlds are
iterated directly to avoid defaulting to the first world if a direct
dimension match is not found.
Plugins must also specify exit from custom Bukkit worlds to comply with
original commit: https://github.com/Bukkit/CraftBukkit/commit/2dc2af0
This commit introduces a constant to clarify the dependency on the
CraftBukkit implementation of custom worlds having a dimension offset.
By returning the following value (7) we remove the need to special
case pistons in any way (other than the original purpose of this
check, which is to ensure pistons have valid data)
The previous logic was faulty since it lost the logic of "placing" the
block. It was also taking into account data that could have been
changed outside of the processing of this event, which is irrelevant
to the processing of this event.
By using return 0, we exit the loop prematurely preventing other
creature types from being spawned if one type is set to 0. By using
continue we move on to the other types and allow them to spawn
properly.
This makes it so animals (tame or not) will sit properly and not move
around.
Wild animals that are sitting may override the sitting position if
they are attacking.
The 'tag' NBTTagCompound field of the ItemStack assumes that it is OK to
save a reference to an NBT supplied via load() and assumes it is OK to
supply a reference to the internal field during a save(). Neither is true,
as Chunk NBT structures are required to be read-only once created (due to
being written asynchronously off the server thread AND due to the potential
to be passed to a new Chunk if the same chunk is reloaded before the
writing of the NBT is completed by the File I/O thread). Keeping a live
reference to the NBT copy passed in, or to the NBT value passed back
during saving, creates serious thread safety issues which can result in
corrupted data being written to the world data files.
The specific issue here was uncovered by the recent change to use
setName("") on the ItemStack.tag object. When a chunk is being loaded
again before its save is completed, this results in name of the field
in the NBT being set to "". This causes it to be saved as "" instead
of "tag" resulting in it not being properly reloaded in the future which
results in the itemstack losing all of its metadata.
This adds two settings to bukkit.yml, allowing activation and control of
two chunk garbage collection triggering conditions:
chunk-gc/period-in-ticks controls a periodic GC, run once every N ticks
(default is 600); chunk-gc/load-threshold causes the GC to run once
after every N calls to loadChunk() on a given world (this call is an API
call used by plugins, and is distinct from the path taken for routine
player movement-based loading). In both cases, setting to zero will
disable the given GC scheduling strategy.
In either case, the act of doing the GC is simply one of scanning the
loaded chunks, seeing which are NOT being used by one or more players
(due to view-distance) and which are not already queued for unload, and
queueing them for a normal unload. Ultimately, the unload is then
processed the same as if the chunk were unloaded due to leaving the
view-distance range of all players, so the impact on plugins should be
no different (and strategies such as handling the ChunkUnloadEvent in
order to prevent unload will still work).
The initial interval for the periodic GC is randomized on a per-world
basis, in order to avoid all world being GCed at the same time -
minimizing potential lag spikes.
With the persistence api introduced, pets did not have their
persistence flag updated to reflect their persistence. This caused
tame ocelots to not persist under specific conditions.
Slimes and wolves have health that can change based on certain
conditions. So we check if their max health should be updated, and if
it has been customized in any way.
We also scale the wolf's health for their tail
An ItemStack gains the tag name "tag" when the stack is serialized
to NBT, however items don't have a tag *until* they are serialized at
least once. So to solve this, we remove the tag name when loading the
NBT data.
Another problem with NBT are TagLists, when transferring tag lists
between the server and the client the names are lost, and so we
simply don't add a name to the tag.
If you cancel a BlockPlaceEvent for a sign the world is updated as if
the block was placed and then destroyed. To avoid this we set the block
without updating physics then apply the update after the event.
When unloading chunks we have a check to ensure we do not remove players
from the world due to the issues this would cause. However, our check
to see if the player is in this chunk is reversed and is in fact entirely
wrong. Even if the player isn't currently in this chunk we do not want
to remove them as that will still cause the same issues.
The key "direction" incorrectly mapped to variables that were already
set in the entity. In order to prevent loading incorrect data we
renamed "direction" to "power."
The player would have no permissions (other than their OP status)
when checked in the Quit event. This is because we removed permissions
before the event occurred. By calling it afterwards, we can persist
the data until the server finally removes the player.
With 1.4, entity sound tracking changed for the better.
Our previous method additions can now be removed.
All that's left is checking if the source can be seen
by the recipient of the sound packet. Thanks, Mojang!
When a player triggers a chunk load via walking around or teleporting there
is no need to stop everything and get this chunk on the main thread. The
client is used to having to wait some time for this chunk and the server
doesn't immediately do anything with it except send it to the player. At
the same time chunk loading is the last major source of file IO that still
runs on the main thread.
These two facts make it possible to offload chunks loaded for this reason
to another thread. However, not all parts of chunk loading can happen off
the main thread. For this we use the new AsynchronousExecutor system to
split chunk loading in to three pieces. The first is loading data from
disk, decompressing it, and parsing it in to an NBT structure. The second
piece is creating entities and tile entities in the chunk and adding them
to the world, this is still done on the main thread. The third piece is
informing everyone who requested a chunk load that the load is finished.
For this we register callbacks and then run them on the main thread once
the previous two stages are finished.
There are still cases where a chunk is needed immediately and these will
still trigger chunk loading entirely on the main thread. The most obvious
case is plugins using the API to request a chunk load. We also must load
the chunk immediately when something in the world tries to access it. In
these cases we ignore any possibly pending or in progress chunk loading
that is happening asynchronously as we will have the chunk loaded by the
time they are finished.
The hope is that overall this system will result in less CPU time and
pauses due to blocking file IO on the main thread thus giving more
consistent performance. Testing so far has shown that this also speeds up
chunk loading client side although some of this is likely to be because
we are sending less chunks at once for the client to process.
Thanks for @ammaraskar for help with the implementation of this feature.
When a player has canPickUpLoot set to true the code for mob pickup is
triggerd which does not know how to deal with player inventory. Since
players have their own logic for picking up items we simply disable this
code for them.
The old flag for picking up loot was default to false, making existing players not able to pickup items. We now use this flag for Players, which gives us the problem we had in 48b46f83.
To fix this, we add an incremental flag that will be cross-examined to check if the data was saved before or after the flag level was introduced.
Addresses BUKKIT-3143
As an added feature, players defaulted to being able to not pick up items if the flag was false. However, since minecraft doesn't normally use the flag on players, the flag was always false.
Adds:
- Getting/Setting equipment
- getting/setting drop rates
- getting/setting ability to pick up items
-- As an added feature, players with this flag start off with a canceled PlayerPickupItemEvent
When a mob is marked with the persistent flag (animal or anything with
setRemoveWhenFarAway(false)) the entire block of code for checking if they
should be despawned is skipped. However, one part of this code updates the
mob state if a player is close enough to them. It turns out this state is
used by the AI system to decide if the mob should move around randomly or
not. To stop mobs from being frozen in place we now update this state if
the persistent flag is set as well.
The old default for the persistent flag on mobs was false which was then
written out to their NBT data when they were saved. We now use this data
for all mobs, not just non-animal mobs. However, this means animals that
spawned before that change will now start despawning like monsters do.
To avoid this we add a new flag to the mob's saved data to mark if the
data was saved before or after we started using it and ignore it if it
was before.
As of 1.4 mobs have a flag to determine if they despawn when away from a
player or not. Unfortunately animals still use their own system to prevent
despawning instead of making use of this flag. This change modifies them
to use the new system (defaults to true) and to add API for plugins to adjust
this.