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792 Commits

Autor SHA1 Nachricht Datum
md_5
a08d1e540d Set lastTick to prevent first few ticks from being too quick 2014-02-13 17:34:01 +11:00
md_5
d44874ea0b Make the TPS command accurate by averaging over the sample interval, not just the current tick. 2014-02-13 17:27:41 +11:00
Thinkofdeath
73fe3123f6 Re-add the replace-commands feature 2014-02-12 20:45:59 +00:00
Thinkofdeath
5284bd1a74 Upstream merge 2014-02-12 14:06:33 +00:00
md_5
5aad14d2b6 Cap Channel Registrations to 128 entries 2014-02-12 20:03:12 +11:00
md_5
7c5df6b5bb Allow Disabling Creative Item Filter 2014-02-12 18:18:07 +11:00
Tux
95653d8b2d Add support for fetching hidden players via Spigot object 2014-02-09 14:05:23 -05:00
Aikar
ee9d8c7590 Fire BlockPlaceEvent for Half Slab Completion
Fixes BUKKIT-5390
2014-02-09 19:02:00 +11:00
md_5
d504751f12 Add option to silence commandblock output to console: commands.silent-commandblock-console 2014-02-09 14:39:15 +11:00
Thinkofdeath
3c5f2712e6 Readd Spam Filter Exclusions patch 2014-02-08 08:15:21 +00:00
Thinkofdeath
18c8e057b2 Fix dispensing bone meal not having the correct data value 2014-02-06 22:01:07 +00:00
Thinkofdeath
7c1dbb44a5 Hopefully fix the AntiXray this time. Thanks to @geNAZt for helping 2014-02-05 21:40:15 +00:00
Thinkofdeath
9746d9bfc6 Revert "Fix the isLoaded check for AntiXray" Seems to causes issues still
This reverts commit fc52435f5b.
2014-02-05 19:55:31 +00:00
Thinkofdeath
fc52435f5b Fix the isLoaded check for AntiXray 2014-02-05 11:37:16 +00:00
md_5
170aa26ca3 You're never gonna win, are you. People want bugs as a result of increased performance fixed, but then they want more performance as a result of bugs fixed. This reverts orebfuscator back to being threaded, and thus more performant, but unsafe. 2014-02-04 17:24:18 +11:00
md_5
4e47d75136 Allow air as an orebfuscator block 2014-02-03 17:55:58 +11:00
Dmck2b
0dbe0ab691 Fix nerf-spawner-mobs 2014-02-02 17:03:20 +00:00
md_5
bff5ac5d37 Async chunk compression needs a little bit more work still, disable for now 2014-02-02 12:26:23 +11:00
md_5
77fbb062d9 Refactor chunk compression to use its own thread pool in order to eliminate disconnect race conditions caused by Mojang's nasty disconnect routines. 2014-02-02 09:41:27 +11:00
md_5
fd83772302 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens.
2014-02-01 18:14:48 +11:00
Aikar
be31d62f43 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens.
2014-02-01 18:13:02 +11:00
Smove
b4530237fb Implement Locale Getter for Players 2014-02-01 18:12:22 +11:00
md_5
61a227c8c3 Add warning when null chunk buffers are encountered - most likely due to the orebfuscator plugin. 2014-02-01 18:07:22 +11:00
md_5
161e853450 In short, there isn't actually anything wrong with the async chunk compressor, it just accidentally caused console logging of errors which were previously ignored.
This commit restores that behaviour

You may be asking yourself why we are completely ignoring any errors which come this far down the pipeline.
The answer is quite simple:
Mojang did it
The default Mojang pipeline doesn't have any ChannelOutboundHandlerAdapter or similar instances, and thus nothing to handle exceptionCaught
So when a channel.write() or channel.flush() fails, the error message is actually just passed straight to the future provided.
It is then subsequently discarded, the channel closed, and no one except the user was any the wiser it actually happened!
Unfortunately for us, the default exceptionCaught in this class sends a blaring warning to the server admins indicating that it couldn't send a packet to a disconnected user!
We don't care about these warnings, if we did something wrong to disconnect the user, it is already logged in the proper location, as are broken sockets
tl;dr no need to blare warnings on each write to a broken socket
2014-02-01 17:53:32 +11:00
md_5
12358efad3 Use correct bitmask variable for orebfuscator 2014-02-01 10:44:25 +11:00
Thinkofdeath
31f53fbbbe Upstream merge 2014-01-31 20:42:29 +00:00
md_5
8decebe96e Don't allow respawning offline players 2014-01-31 18:15:33 +11:00
md_5
4864fd1c26 Sacrifice oreobfuscator performance for safety and reliability. 2014-01-31 16:07:28 +11:00
Thinkofdeath
42a026634b Correctly set arrows' current block 2014-01-30 20:42:01 +00:00
md_5
564ebde3ad Move exception logging to method body so we don't end up logging all outbound exceptions, which other plugins (cough ProtocolLib) may or may not be causing.
Also rumours this patch causes the server to break with ProtocolLib installed.
@aadnk
2014-01-30 16:02:25 +11:00
md_5
7bd5666ee2 Show full stack trace for errors during chunk caching/compression 2014-01-30 06:58:37 +11:00
md_5
a780739071 Use a crc32 of all the blocks in the chunk as our hash key. This is much more unique. 2014-01-29 12:51:20 +11:00
md-5
1bf13129a5 Merge pull request #108 from Dmck2b/PermGenLink
Add more information about changing PermGen size
2014-01-28 16:04:00 -08:00
md_5
911b500845 Fix unit tests 2014-01-29 09:08:29 +11:00
md_5
feacfb991d [Experimental] - Enable compressed bulk chunk cache.
Sort chunks a final time before sending. This gives the advantage that chunks will load as close to the player as they possibly can, and then move out, as well as increase the cache hit rate when using smaller bulk chunk limits such as the default of 5.
2014-01-29 09:04:51 +11:00
md_5
23615e1c9f Use simpler iterator 2014-01-29 08:47:29 +11:00
md_5
202b1fd11d Implement a compressed chunk cache. This still needs a lot of work to figure out a good mechanism for looking up previous chunks, however at the moment when coupled with a high bulk chunk limit, it can be effective for solving lag issues. 2014-01-29 08:47:29 +11:00
md_5
cd7bb0da14 Only 1 class is compressible, don't bother interfacing. 2014-01-29 08:38:37 +11:00
md_5
638b1724d0 Only create a single executor / compressor instance. 2014-01-29 08:38:37 +11:00
md_5
e8933c1890 Allow Configuring Chunks per Packet. This enables server owners to cram more chunks per packet, potentially leading to higher compression ratios, thus saving bandwidth and load time.
This is currently set at the Vanilla default value of 5, however initial testing seems to suggest there could be good performance / usability / bandwidth gains by setting it to its maximum value of 32768. Testers are welcome to experiment with this option, beware the placebo though!
2014-01-29 08:38:37 +11:00
md_5
82cf01b53f Implement Threaded Bulk Chunk Compression.
This offloads chunk compression to a new thread, which should help with the pauses often seen when teleporting large amounts of players.
2014-01-29 08:38:37 +11:00
Dmck2b
73d3519fca Add more information about changing PermGen size 2014-01-28 17:51:26 +00:00
md_5
6bf69c66f3 Merge tick shuffling branch into master. 2014-01-27 08:40:12 +11:00
md_5
d3f7cce233 Revert Spigot branding. 2014-01-26 21:54:02 +11:00
md_5
6eefe4e38e Allow configuring of player sample size, and default the sample to 12, the same as Vanilla. This has some performance overhead, as we have to shuffle the list each time, but this is better than the server displaying as offline! 2014-01-26 21:50:53 +11:00
md_5
ab3c5a42f7 Revert "Experimentally brand as "Spigot". This will be reverted if *any* plugin compatibility issues arise."
This reverts commit 71255cf140.
2014-01-26 21:33:46 +11:00
md_5
8e785b132f Always use real player count for displayed online players. 2014-01-26 12:48:32 +11:00
md_5
aec53a59da Initialise ping array on startup. The code to decide when to regenerate the array is a bit iffy (Mojang!), as it relies on System.nanoTime() which is not an absolute time source. 2014-01-26 12:30:38 +11:00
md_5
fa94a8a99a Adjust TPS command to start at 20tps, show * for catchup TPS, and round to 2 decimal places. 2014-01-26 12:17:55 +11:00
md_5
8832052c84 Fix Ping Player Sample to bring it back in line with Vanilla behaviour. The behaviour which Bukkit introduced recently is broken on larger servers as it introduces too many players to the list. 2014-01-26 12:14:05 +11:00
md_5
14c0d5cba9 We want to use Math.min, not max to cap displayed TPS to 20 2014-01-26 11:04:55 +11:00
md_5
71255cf140 Experimentally brand as "Spigot". This will be reverted if *any* plugin compatibility issues arise. 2014-01-26 09:17:40 +11:00
md_5
3d6f241c12 Fix double comparison issues. 2014-01-25 16:18:32 +11:00
md_5
53f2f7499c Don't allow plugins to create scoreboards async - this can crash the server. 2014-01-25 15:23:21 +11:00
brutuscat2
2f9b4a8573 TPS isn't capitalized
It makes me want to hurt someone when its written like "Tps"
2014-01-24 22:36:32 -05:00
md_5
a50a1d4c83 Implement a new TPS command which will show the average TPS over the last 1,5 and 15 minutes, using the same algorithm as the linux kernel (exponentiallialy damped moving average). 2014-01-25 14:09:21 +11:00
md_5
49f9f20d1c Add Spigot links. 2014-01-23 13:17:47 +11:00
md_5
526b404545 Move watchdog and timings code to tick method, not tick loop itself. 2014-01-22 19:23:59 +11:00
md_5
29c6c774dd Pop tick loop patch to top 2014-01-22 19:19:39 +11:00
md_5
2367cf0a3d Reapply tick loop patch. 2014-01-22 19:16:21 +11:00
Dmck2b
279df65068 Fix missing colons 2014-01-21 21:34:03 +00:00
md_5
80c8e1ac31 Don't disconnect player when we have no vanilla tab completions. 2014-01-21 15:32:54 +11:00
Thinkofdeath
d8ad596ece Don't let trees replace any block when growing 2014-01-20 20:44:11 +00:00
Dmck2b
77d030879a Allow disabling of ZombiePigmen spawning in portals 2014-01-20 20:20:14 +00:00
md_5
8f2da2ca93 Check j, not i 2014-01-20 15:42:52 +11:00
md_5
74f78b8b88 Reduce memory of hiddenPlayers map. 2014-01-20 13:50:37 +11:00
md_5
a0deef28ee Remove NextTickList processing whilst we look into an issue.
http://www.spigotmc.org/threads/lwc-locks-randomly-going-missing-after-using-1249.10505/

Catch stalling on corrupted map data / NBT arrays.
2014-01-20 13:44:41 +11:00
mikeprimm
12b6f06e81 Merge pull request #95 from SpigotMC/optimize-nextticklist
Port Optimize NextTickList processing patch for 1.7.x
2014-01-18 18:18:31 -08:00
Mike Primm
f0c97f24b8 Port Optimize NextTickList processing patch for 1.7.x 2014-01-18 13:57:03 -06:00
Thinkofdeath
027e514ebf Update chat link fix to use Bukkit's current system instead of the old one 2014-01-18 19:36:47 +00:00
Thinkofdeath
c746557f95 Support vanilla's direction tag on fireballs 2014-01-18 14:30:50 +00:00
Thinkofdeath
0fbde2862d Add /tellraw to the vanilla commands defaults 2014-01-18 13:21:13 +00:00
md_5
49ae0093db Add getRawAddress back 2014-01-17 09:46:59 +11:00
Thinkofdeath
90779a43f9 Block data values that crash the client 2014-01-15 22:13:08 +00:00
md_5
65a4f51285 Upstream merge 2014-01-15 20:28:26 +11:00
Thinkofdeath
fc5cf5a518 Move replace-commands to commands.replace-commands 2014-01-15 09:20:19 +00:00
Thinkofdeath
21656db5d1 Fix ConcurrentModificationException while being idle kicked in a vehicle 2014-01-14 20:14:36 +00:00
md_5
af480b8b95 Revert previous change to clear chunk list on the end of each tick, make it configurable instead.
Whilst the new behaviour was technically correct as it prevented the possibility of the chunk tick list actually increasing over time, it introduced a few issues, namely the fact that it slowed growth to unreasonable levels, and interfered with the values which server admins have finally tuned, and come to enjoy over the last few years.
If it is absolutely essential that growth be halted and ticking reduced as much as possible, the config option is there for power users.
If we wish to 'fix' this by default in the future, a new chunk ticking algorithm, which actually has meaningful config options should be designed.
2014-01-14 19:16:43 +11:00
md_5
0add6ac4af Tweak tab complete disabled to only disable completion of the /command section, and not any subsequent arguments to the command, such as player names or plugin provided completions. 2014-01-13 08:57:22 +11:00
md_5
83c105ef02 Remove accidentally added code 2014-01-13 08:28:17 +11:00
md_5
58dc769bb5 Replace AutoSave Mechanism
The problem here is that MinecraftServer.save(..), will attempt to sleep whilst all pending chunks are written to disk, however due to various and complicated bugs, it will wait for an incorrect amount of chunks, which may cause it to sleep for an overly long amount of time. Instead we will mimic the save-all command in its behaviour, which is both safe and performant.
2014-01-12 21:07:27 +11:00
md_5
8bfd4a8ccb Add more code to try and Debug [Mojang] Crash Reports Crashing 2014-01-12 20:56:59 +11:00
md_5
acd5d21a06 Take 2 at fixing unbreakable code 2014-01-10 15:39:36 +11:00
md_5
1220314f79 Fix ItemStack Unbreakable Code.
This code needs brackets to be compiled correctly.
2014-01-10 15:17:23 +11:00
Thinkofdeath
afe4189e46 Fix anvil collisions
This fixes the server incorrectly moving the player out of an anvil when touching it on the side. The server used the rotation of the last placed anvil instead the of the rotation of the anvil the player was touching.
2014-01-09 14:28:04 +00:00
Thinkofdeath
4ed5d54dde Allow statistics to be disabled/forced 2014-01-08 22:43:39 +00:00
md_5
1e8cb6d468 Update Client's Hand when BlockPlaceEvent Cancelled
Send a Packet103SetSlot to client when a BlockPlaceEvent is cancelled.

Fixes BUKKIT-5284

Currently, whenever a player places a block in a protected area the
equipped itemstack size on client is never updated properly since the
client thinks the block was placed. The reason this happens is because
ItemStack.matches returns true since the server does not decrement stack
size if a BlockPlaceEvent is cancelled. This causes
PlayerConnection.a(handlePlace) not to send the appropriate packet to
client which causes the bug.
2014-01-08 14:45:45 +11:00
md_5
92db88d292 Update Chest Animation when Cancelling Event
Update chest animation after cancelling InventoryOpenEvent. Fixes BUKKIT-1440

Currently if a plugin cancels an InventoryOpenEvent for vanilla chests,
the chest animation for clients is stuck in the open state since
IInventory's closeChest method is never called. To fix the issue, closeChest
is called before exiting the display GUI method.
More info can be found here
https://bukkit.atlassian.net/browse/BUKKIT-1440
2014-01-08 14:44:50 +11:00
md_5
7e43d71c76 Clear chunkTickList at the end of every tick. 2014-01-08 14:38:38 +11:00
md_5
6c0c101bff Fix orebfuscator startup message showing hide blocks instead of replace blocks 2014-01-06 11:38:59 +11:00
md_5
cd0c975a6d Fix Biome Decoration Crashes
We don't really know what affect this will have on the terrain generation, but its better than crashing and not having terrain generate at all!
2014-01-05 09:35:15 +11:00
Thinkofdeath
885ae9871e Disconnect for spam in the main thread 2014-01-03 17:33:41 +00:00
Thinkofdeath
9f71f7e3db Handle different sizes (G,K) for the PermGen warning 2013-12-28 23:54:44 +00:00
md_5
12a1363cea Revert "Use Entity.teleportTo in CraftEntity.teleport"
This reverts commit adaf7c3ae8.
2013-12-24 14:52:45 +11:00
slide23
4fd3ddc33e Add Late Bind Option
Add late-bind config option to delay binding until loading is done.
2013-12-24 10:22:53 +11:00
Andrew Krieger
adaf7c3ae8 Use Entity.teleportTo in CraftEntity.teleport
Entity.teleportTo is largely stable and correct. CraftEntity.teleport,
however, still cannot properly handle cross-world teleportation. Fix it
to defer to the better code in core Minecraft.
2013-12-24 10:18:01 +11:00
md_5
d072f55caa Revert the revert for now. 2013-12-23 21:03:39 +11:00
md_5
624acbd0c8 Increase verbosity of watchdog dumps 2013-12-23 21:01:45 +11:00
md_5
cad440b56a Revert check pending blocks patch as it (may) be causing some crash issues 2013-12-23 20:19:37 +11:00
md_5
f7086eb96d Disable connected check on setScoreboard. Mojang's semi async Netty implementation can lead to race conditions, and this exception being thrown when it really shouldn't. 2013-12-23 15:58:41 +11:00