Commit graph

1354 Commits

Autor SHA1 Nachricht Datum
meiskam
39e2af7bd1 Added TileEntitySkull for diff visibility 2012-12-21 21:56:47 -06:00
feildmaster
a0cf0d03f4 Check file existence before determining readOnly. Fixes BUKKIT-3255 2012-12-21 19:31:39 -06:00
feildmaster
f71be2506d Fix loading Items entities with an invalid item. Addresses BUKKIT-3249 2012-12-21 16:07:59 -06:00
feildmaster
118682ce5c Don't save server properties when it's read only. Fixes BUKKIT-3250 2012-12-21 15:40:39 -06:00
feildmaster
0216d09033 Fix command line arguments being ignored. Fixes BUKKIT-3247 2012-12-21 15:40:39 -06:00
feildmaster
e937307596 Add a null check for Item Entities. Fixes BUKKIT-3249 2012-12-21 15:40:27 -06:00
feildmaster
f4836fb428 Add the ability to make Enchanted Books. Fixes BUKKIT-3220 2012-12-20 20:51:51 -06:00
feildmaster
bd0daa6d54 Remove obsolete fix for the end
The end was getting block offsets, causing client side issues.
2012-12-20 19:15:37 -06:00
feildmaster
686807e387 Filter invalid ItemStacks from Packets.
Invalid ItemStacks are causing Fireworks to disconnect players and
prevent them from reconnecting
2012-12-20 10:52:44 -06:00
feildmaster
23b6764374 Update CraftBukkit to Minecraft 1.4.6 2012-12-20 10:43:00 -06:00
mbax
924a46469d [Bleeding] Check visibility API for sounds. Fixes BUKKIT-3114
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!
2012-12-18 19:02:20 -06:00
Wesley Wolfe
78f48258d8 Implement ItemFactory and ItemMeta values. Adds BUKKIT-15 2012-12-17 01:31:41 -06:00
Travis Watkins
24143ef6a1 Load chunks asynchronously for players.
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.
2012-12-12 19:35:53 -06:00
Travis Watkins
11593b4592 Add RegionFile from mc-dev for diff visibility 2012-12-12 04:05:47 -06:00
Travis Watkins
24c04dc784 Don't run mob pickup code on players. Fixes BUKKIT-3150
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.
2012-12-12 03:08:14 -06:00
feildmaster
4e91fbd0db Fix players not being able to pickup items due to default values.
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
2012-12-11 06:05:54 -06:00
feildmaster
39fdb56200 Players should be able to pick up items by default. Fixes 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.
2012-12-10 20:27:40 -06:00
feildmaster
430d352a5a Add EntityEquipment API. Adds BUKKIT-3103
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
2012-12-10 19:01:50 -06:00
EdGruberman
f18b3cdc76 [Bleeding] Fix NPE with a null bedSpawnLocation. Fixes BUKKIT-1500 2012-12-10 01:40:20 -06:00
feildmaster
12c7c2f695 Implement FurnaceExtractEvent. Adds BUKKIT-2114 2012-12-08 03:58:34 -06:00
feildmaster
e760d6eb31 Add SlotFurnaceResult for diff visibility 2012-12-08 02:45:50 -06:00
Travis Watkins
9973e7cdec Update entity state correctly when marked as persistent. Fixes BUKKIT-3123
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.
2012-12-07 21:18:51 -06:00
feildmaster
72ee1f3182 Fix "Commands Only" chat flag. Fixes BUKKIT-2238
Thanks for the commit @mrapple
2012-12-07 05:22:00 -06:00
Travis Watkins
1af83da760 Don't run command blocks in empty worlds. Fixes BUKKIT-3094 2012-12-05 13:37:13 -06:00
feildmaster
09684ba9d7 Persistence isn't just animals. Fix BUKKIT-3105
Also set to this value if the persistence hasn't been updated
2012-12-05 12:28:09 -06:00
feildmaster
fb6d9e1808 Add a custom shutdown message set in bukkit.yml. Addresses BUKKIT-3031 2012-12-05 06:07:10 -06:00
Travis Watkins
5409d05d3a Ensure animals don't despawn due to old default setting.
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.
2012-12-04 23:15:53 -06:00
Wesley Wolfe
b854320fc8 Fire EntityFormBlockEvent for FallingBlocks. Adds BUKKIT-3078 2012-12-04 22:38:51 -06:00
Travis Watkins
4dadf0e2b5 Implement API for mob despawn when away from players. Adds BUKKIT-2986
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.
2012-12-04 20:10:23 -06:00
feildmaster
11894784b0 Fix leaky pipes (water flow). Fixes BUKKIT-3085
(Also, fix mistranslation for VehicleBlockCollisionEvent)
2012-12-01 13:33:44 -06:00
feildmaster
c596093c31 [BREAKING] Update BlockFace directions. Fixes BUKKIT-1567, BUKKIT-3069
The answer is 42
2012-12-01 01:14:25 -06:00
Wesley Wolfe
3404318bc5 Fix missed refactoring in EntityWither 2012-11-30 17:50:09 -06:00
Wesley Wolfe
1a6a828156 Add data values to EntityChangeBlockEvent. Adds BUKKIT-3077, BUKKIT-3076
This change affects Endermen and Silverfish, adding a data value for the block change event.
2012-11-30 11:59:29 -06:00
Wesley Wolfe
9bd02495df Use carried item for endermen's changed-block's id. Fixes BUKKIT-3075 2012-11-30 11:49:01 -06:00
feildmaster
0c16afd6e0 Take into account if the shooter is a player before considering pvp mode for projectiles. Fixes BUKKIT-3058 2012-11-27 12:14:53 -06:00
feildmaster
1040a81334 Fix multi-world sounds not being sent correctly. Fixes BUKKIT-3051 2012-11-25 18:05:17 -06:00
feildmaster
aa99d67963 Call EntityInteractEvent for Wood Buttons. Fixes BUKKIT-3022
Prior to this, there was no way to tell when arrows trigger buttons
2012-11-24 01:41:19 -06:00
feildmaster
cd66edd40f Fix the previous fix for "infinite 'breeding' with MonsterEggs" 2012-11-22 21:42:34 -06:00
feildmaster
22e26a5029 Call MapInitializeEvent on newly created maps. Fixes BUKKIT-2907 2012-11-21 16:48:25 -06:00
feildmaster
f0325da814 Add ItemMapEmpty for diff visibility 2012-11-21 16:19:56 -06:00
EvilSeph
fed863049d Update invalidItems array. Fixes BUKKIT-2554. 2012-11-20 19:37:01 -05:00
EvilSeph
a17ca07fe8 Add SPAWNER_EGG spawn reason to allow for filtering. Adds BUKKIT-3000 2012-11-20 19:37:01 -05:00
EvilSeph
c36b3da573 Fix infinite 'breeding' with MonsterEggs. Fixes BUKKIT-2997
If the player is not in Creative (i.e. does not have the ability to
instantly build) we need to decrement the MonsterEgg item stack when used
on a breedable parent mob.
2012-11-20 19:37:00 -05:00
feildmaster
5f5dd727b6 Add a DamageEvent for falling blocks which can damage entities. Fixes BUKKIT-2781 2012-11-20 17:16:30 -06:00
Travis Watkins
8f4cde24bd Don't add player to world if join event did it already.
On join we unconditionally add the player to the world they logged out in.
If a plugin teleports a player during PlayerJoinEvent in a way that adds
them to a world (cross-world teleport) we end up with one player in two
places. To avoid this we check to see if the player has changed worlds or
is already added to the world we have we skip adding them again.
2012-11-18 21:27:48 -05:00
EvilSeph
cc78e17312 Fix players losing experience when keepInventory is true. Fixes BUKKIT-2915 2012-11-18 17:45:29 -05:00
Travis Watkins
7ef9adc04e Fix missed rename making withers too cheaty. Fixes BUKKIT-2972 2012-11-18 16:14:08 -06:00
Travis Watkins
1044c32a54 Lower compression level to avoid overloading the thread. Fixes BUKKIT-2963
When sending chunks to a player we use their writer thread to do chunk
compression to avoid blocking the main thread with this work. However,
after a teleport or respawn there are a large number of chunk packets to
process. This causes the thread to spend a long period handling compression
while we continue dumping more chunk packets on it to handle. The result of
this is a noticable delay in getting responses to commands and chat
immediately after teleporting.

Switching to a lower compression level reduces this load and makes our
behavior more like vanilla. We do, however, still give this thread more
work to do so there will likely still be some delay when comparing to
vanilla. The only way to avoid this would be to put chunk compression back
on the main thread and give everyone on the server a poorer experience
instead.
2012-11-18 09:16:50 -06:00
James Clarke
a575e6b075 Use correct itemstack for dispenser behavior chaining. Fixes BUKKIT-2886
When an event changes the item to be dispensed we check to see if the new
item has special behavior for dispensing and if so pass it on to that
behavior handler. However, we are actually checking the old itemstack and
passing the new itemstack so this check fails.
2012-11-17 15:06:18 -06:00
Travis Watkins
2d832bf148 Don't kick player when they travel too far. Fixes BUKKIT-2968
If a player travels past 32,000,000 blocks on the X or Z coordinates they
will be kicked for having an illegal position. On kick their player data
is saved which includes their (illegal) position. This means on join they
are immediately kicked again for the same reason and are stuck. Instead of
kicking at all in this case just teleport the player back to their previous
position just like the moved wrongly check does.
2012-11-17 15:00:14 -06:00