WorldMapCollection stores scoreboard, map (item), structure, and
village information. Scoreboards are explicitly handled globally,
while villages and structures are erroneously shared.
This commit separates the WorldMapCollections to not be shared among
custom worlds. Maps are special-cased to maintain the previous shared
behavior.
This change will print a warning when a plugin induces a forced save. A
player or console forcing a save (via a command) is ignored for purposes
of printing a warning.
If a plugin generates an exception when returning a world generator, the
server will crash. This change adds a try-catch block to keep the server
from crashing on plugin defined world generators.
When a world is created using our API, it does not use secondary world
server and will maintain a reference to its own scoreboard. In vanilla,
this is not an issue as there is only ever one world.
Similarly to maps, an overwrite to the scoreboard reference has been
added for when another world has been created.
This should also address BUKKIT-3982 and BUKKIT-3985
This implementation facilitates the correspondence of the Bukkit Scoreboard
API to the internal minecraft implementation.
When the first scoreboard is loaded, the scoreboard manager will be created.
It uses the newly added WeakCollection for handling plugin scoreboard
references to update the respective objectives. When a scoreboard contains no
more active references, it should be garbage collected.
An active reference can be held by a still registered objective, team, and
transitively a score for a still registered objective. An internal reference
will also be kept if a player's specific scoreboard has been set, and will
remain persistent until that player logs out.
A player's specific scoreboard becomes the scoreboard used when determining
team structure for the player's attacking damage and the player's vision.
CraftServer methods that implement the Server interface will throw an
IllegalArgumentException if a method cannot operate on a null input
and given a null pointer.
This causes methods to fail early and identify that a plugin is
responsible for passing in an invalid argument. This will only
change the exception thrown, if there originally was a thrown
exception. This helps with hunting down legitimate problems
with CraftBukkit.
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.
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.
This is a missed part of the original "[Bleeding] Use case from player data
for OfflinePlayer. Fixes BUKKIT-519" commit. It avoids doing (somewhat
expensive) lookups of player data to find the correct capitalization inside
getOfflinePlayers() as we're already loading their name from the player data
and thus have the correct capitalization.
If a plugin looks up a player that is offline they may not know the correct
capitalization for the name. In this case they're likely to get it wrong
and since we cache the result even after the player joins the server all
future request for an OfflinePlayer will return one with incorrect case.
When looking up a player who has played on the server before we can
get the correct case from the player data file saved by the server. If
the player has never played before this point we cannot do anything and
will still have the same issue but this is not a solvable problem.
CommandMap now contains the functionality for tab completion. This
commit replaces the vanilla implementation and simply delegates it to
the Bukkit API.
The new setting is located at "ticks-per.autosave". By changing this
value, it affects how often a full save is automatically executed,
measured in ticks.
This value is defaulting to 0 (off) because we believe that the vast
majority of servers already have a third-party solution to automatically
saving the server at set intervals. Having the built in auto-save disabled
by default ensures that we are not saving things twice; doing so leads to
absolutely no benefits, but results in detrimental and noticeable
unnecessary performance decrease.
For servers that do not use an automated external script to perform saves,
this setting can be turned on by setting the value higher than 0, with 900
being the value used in vanilla.
When 1.3.1 was released, a try-catch block was removed from the tick
loop that called the method in NMS to handle commands. This restores a
try-catch to prevent the console from crashing the server.
See the corresponding Bukkit commit for details.
Implementation details:
- Any packets that include an itemstack will send air stacks as null; maybe this will even eliminate the client crash that occurs if the client receives an air stack
- Better handling of null itemstacks in general (ie less converting them to air stacks)
- Inventory.setContents() can now take an array smaller than the inventory without error
- Player.updateInventory() should now correctly update the result slot in a crafting inventory
Some small credit goes to Afforess (initial implementation of openInventory() methods) and Drakia (initial implementation of InventoryOpenEvent and InventoryCloseEvent).