Because NetworkManagers are registered before they get their channel in
channelActive, the ServerConnection would remove them sometimes because
it thought they were disconnected. This commit fixes this by introducing
a 'preparing' variable that is true while the NetworkManager is not
initialized. The ServerConnection does not remove NetworkManagers with
this flag.
By: Jonas Konrad <me@yawk.at>
This issue stems from the fact that Bukkit's API only allows a UUID to be banned, but Minecraft requires both a UUID and name. To fix this we modify the code to require a UUID or a name, or both. The correct fix would be expanding the API to be able to provide a name, however this would require plugin changes.
By: md_5 <git@md-5.net>
If we are online mode and the only copy of player data we can find is the player's offline mode data, we will attempt a once off conversion by reading this data and then renaming the file so it won't be used again.
By: md_5 <git@md-5.net>
This brings back the option that the Spigot version of netty saw. By default Netty will try and use cores*2 threads, however if running multiple servers on the same machine, this can be too many threads. Additionally some people have 16 core servers. If 32 Netty threads are allowed in this setup, then the lock contention, and thus blocking between threads becomes much greater, leading to decreased performance.
By: md_5 <git@md-5.net>
This will let you configure how far to track entities in range from players, so that the entity does not render on the client if out of this range.
This has multiple benefits:
1) Less bandwidth. Not sending update packets for entities that are not even close to a player, or even close enough to clearly see.
2) Less lag by maps in item frames - Default range is 160 blocks... Many players can track that item frame and cause lag and not even see it.
3) Less lag in general - Less work for the server to do
4) Less client lag - Not trying to render distant item frames and paintings and entities will reduce entity count on the client, which is major for shop/town worlds which may use tons of item frames.
By: Aikar <aikar@aikar.co>
This feature gives 3 new configurable ranges that if an entity of the matching type is outside of this radius of any player, will tick at 5% of its normal rate.
This will drastically cut down on tick timings for entities that are not in range of a user to actually be "used".
This change can have dramatic impact on gameplay if configured too low. Balance according to your servers desired gameplay.
By: Aikar <aikar@aikar.co>
Changes the mob spawning algorithm to properly account for view distance and the range around players.
Needs better documentation.
By: md_5 <git@md-5.net>
This allows the merging of Experience orbs, as well as the configuration of the merge radius of items. Additionally it refactors the merge algorithm to be a better experience for players.
By: md_5 <git@md-5.net>