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.
The javadocs state that a null may be used to remove the currently
playing sound, however this causes a NullPointerException.
It also doesn't process registering the record correctly, along with
processing non-valid items.
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.
Fixes BUKKIT-3408, BUKKIT-3190, BUKKIT-3191, BUKKIT-3407
These changes relate mostly to semantical changes for serialization
contract, exception of changing the map scaling value from byte to boolean,
what it should have been in the first place. Appropriate unit tests were
added for CraftMapMeta, as they were missing.
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.
Teleportation should never be processed on dead entities. If you wish
to teleport an entity, do it on a living entity. If you wish to
teleport a player, set their respawn location in PlayerRespawnEvent.
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.
In some situations, an async task could be cancelled with no tasks
pending. This means the finally {} block from run() never gets executed
properly on the last async task to have run, as it expected to be
executed again.
This fix takes the only spot that the task period is set to cancelled
and will check to see if the task should be purged from the runners
list.
Some meta functionality is refactored into common methods.
CraftItemStack uses the ItemMetaKey identifiers for enchantments.
Refactored unit test to include extra functionality; initially only
checking the presence of the DelegateDeserialization annotation.
The setTexturePack method causes the player's client to
download and switch to a texture pack specified by a URL.
Note: Players can disable server textures on their client, in which
case this API would not affect them.
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!
The purpose of the isSimilar method was designed to consider all NBT
data, not solely enchantments, without the need to have exact stack
size matches. The respective methods in CraftInventory were still
comparing enchantments instead of the ItemMeta.
Changes some NPEs to IllegalArgumentExceptions for exception consistency.
Contains(ItemStack, int) correctly calculates number of ItemStacks.
Adds a containsAtLeast(ItemStack, int) for finding a combined amount of a
single similar ItemStack.
Makes some utility methods private to prevent ambiguity in use.
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.
Currently when a plugin wants to get the location of something it calls
getLocation() which returns a new Location object. In some scenarios this
can cause enough object creation/destruction churn to be a significant
overhead. For this cases we add a method that updates a provided Location
object so there is no object creation done. This allows well written code
to work on several locations with only a single Location object getting
created.
Providing a more efficient way to set a location was also looked at but
the current solution is the fastest we can provide. You are not required
to create a new Location object every time you want to set something's
location so, with proper design, you can set locations with only a single
Location object being created.
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.
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.
Stale player references will add a player back into the world when
teleporting them, causing a cascade of issues relating to ghost entities
and servers failing to stop.
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.
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.
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.
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.
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.
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.
In order to correctly handle disconnects for invalid chat we setup a
Waitable and pass it to the main thread then wait for it to be processed.
However, commands are also chat packets and they are already on the main
thread. In this case, waiting will deadlock the server so we should just
do a normal disconnect.
End portals can only be placed in the end during the dragon's death.
Attempts to place them outside of this window causes the block to remove
itself. However, we still create the tile entity for the portal which
leads to exceptions spamming the console about a tile entity existing
without the appropriate block. In these cases we should not place the tile
entity at all.
When invalid chat is detected we currently drop the connection with no
hint as to why as anything else is not allowed while we're off the main
thread. To give valid disconnect reasons and fire proper events instead
pass these off to the main thread and wait for it to process them.
If a plugin cancels a PlayerInteractEvent when left clicking a block the
client may have removed this block if they are in creative mode or if the
block breaks in a single hit. In this case, we need to update the client's
tile entity as well as telling it the block still exists.
Packet 51 is used to send updates about large changes to single chunks
and to remove chunks from the client when they get out of range. In the
first case a single packet object is created and queued for all relevant
players. With our current chunk compression scheme this means the first
player to have the packet processed will start the compression and get the
packet correctly but the rest will get garbage.
Since this packet never contains much data it is better to simply handle
compression of it on the main thread like vanilla does instead of putting in
locks and dealing with their overhead and complexity.