hashCodes are not allowed to change, however bukkit used a value
that does change, the entityId.
When an entity is teleported dimensions, the entity reference is
replaced with a new one with a new entity ID.
For hashCode, we can simply use the UUID's hashCode to keep
the hashCode from changing.
equals() is ok to use getEntityId() because equals() should only
be true if both the left and right are the same reference.
Since entity ids can not duplicate during runtime, this
check is essentially the same as this.getHandle() == other.getHandle()
However, replaced it too to make it clearer of intent.
To teleport an entity between dimensions, the server makes a copy
and puts the copy in the new location, and marks the old one dead.
If this method got called for the same world in the same tick,
the entity would not have been removed from the UUID map, and the
world readd would fail.
This can be triggered even with a plugin if the entity is teleported
twice in the same tick, from world A to B, then back from B to A.
The re-add to A will fail to add the entity to the world. It will
actually be there, but it will not be visible on the client until
the server is restarted to re-try the add to world process again.
This bug was unlikely to be seen by many due to the double teleport
requirement, but plugins (such as my own) use this method to
trigger a "reload" of the entity on the client.
This improves plugins like Citizens that rely on direct instance of Yggdrasil implementations.
Instead of wrapping, directly extend and override the methods.
Went ahead and wrapped all of the services in prep in the base patch, then features modify what they need
Adds ability to control who receives it and who is the source/sender (vanish API)
the standard API is to send the packet to everyone in the world, which is ineffecient.
This adds a new Builder API which is much friendlier to use.
Players are able to use alt accounts and enderpearls to travel
long distances utilizing the pearls in unloaded chunks and loading
the chunk later when convenient.
This disables that by not saving the thrower when the chunk is unloaded.
This is mainly useful for survival servers that do not allow freeform teleporting.
Fires an event anytime an enderman intends to teleport away from the player
You may cancel this, enabling ranged attacks to damage the enderman for example.
Resolves#1101
reporter of this issue was incorrect and did not verify vanilla logic
vanilla logic only skips ticks if the flag is set
spigots change causes bugs as it now skips ticking and processing
chunk teleportation, which was a bug I fixed many many years ago...
Prior to this change the server would crash when attempting to load a
chunk from a region with bad data.
After this change the server will defer back to vanilla behavior. At
this time, that means attempting to generate a chunk in its place
(and occasionally just not generating anything and leaving small
holes in the world).
Should Mojang choose to alter this behavior in the future, this change
will simply defer to whatever that new behavior is.
It is often difficult to diagnose new issues server admins get when
upgrading to a new server version because the only information they are
able to tell us regarding the server version they are running is
"latest". This commit attempts to mitigate this by keeping track of the
previous version of Paper they were running, which is then reported by
the `/version` or `/paper version` command. This gives us a better idea
of the commits included in the upgrade, which may help diagnose new
issues easier.
This change by spigot ensures that many interactins with chunks,
e.g. getting a list of TEs will cause the chunk to be marked for not
unloading and will block their unload. This is especially true for
servers using Timings (it needs to access the TE list of chunks), or
any plugins which need to access entity/TE lists periodically.