In VanillaChestLoot, compasses accidentally have a setdamage loot
function on them, but compasses don't take durability, resulting in a warning.
This patch simply removes attempting to add damage to the compass item.
== AT ==
public net.minecraft.world.inventory.AbstractContainerMenu quickcraftSlots
public net.minecraft.world.inventory.AbstractContainerMenu quickcraftStatus
public net.minecraft.world.inventory.AbstractContainerMenu quickcraftType
public net.minecraft.world.inventory.AbstractContainerMenu resetQuickCraft()V
In worlds that are extremely large (greater than 1TB), it can take an insanely long time to walk the entire world for symlinks.
This patch adds a system property to disable the symlink scan, which can be used to speed up world loading.
Most of the visual artifacts that result from having item merge radius above vanilla levels is from items merging vertically,
which realistically, only happens when a player is dropping items, or items are dropping from breaking a block.
Most of the scenarios where item merging makes sense involves the two item entities being on the same Y level. i.e on the ground next to each other.
This is even more apparent since paper fixed items being able to merge through blocks.
This patch allows us to configure items to only merge horizontally, which is what vanilla does.
This allows us to have both the reduced number of item entities a high item-merge radius provides,
without most of the visual artifacts caused by items merging vertically.
The server validates incoming interaction packets by ensuring the player
sending them is inside their interaction range. For this, the server adds
a magic value, by default 1.0, to the original interaction range to
account for latency issues.
This value however may be too low in high latency environments.
The patch exposes a new configuration option to configure said value.
The recent upstream update moved around the event logic for
EntiyDamageEvent and its derivatives.
However, the event was called on every call to #hurt as it was moved out
of actuallyHurt.
This patch moves the invocation directly before the #actuallyHurt calls,
respective invulnerable timings.
== AT ==
public net.minecraft.commands.arguments.blocks.BlockInput tag
public net.minecraft.commands.arguments.DimensionArgument ERROR_INVALID_VALUE
public net.minecraft.server.ReloadableServerResources registryLookup
public net.minecraft.server.ReloadableServerResources
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: Marc Baloup <marc.baloup@laposte.net>
== AT ==
public net.minecraft.world.level.block.ChestBlock isBlockedChestByBlock(Lnet/minecraft/world/level/BlockGetter;Lnet/minecraft/core/BlockPos;)Z
== AT ==
private-f net/minecraft/world/item/ItemStack components
public net/minecraft/world/food/FoodProperties DEFAULT_EAT_SECONDS
public org/bukkit/craftbukkit/block/CraftBlockStates getBlockState(Lorg/bukkit/World;Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/level/block/state/BlockState;Lnet/minecraft/world/level/block/entity/BlockEntity;)Lorg/bukkit/craftbukkit/block/CraftBlockState;
public net/minecraft/world/level/block/entity/BlockEntity saveId(Lnet/minecraft/nbt/CompoundTag;)V
Co-authored-by: GhastCraftHD <julius.gruenberg@leghast.de>
This fixes exploits that let players destroy bedrock by Pistons, explosions
and Mushrooom/Tree generation.
These blocks are designed to not be broken except by creative players/commands.
So protect them from a multitude of methods of destroying them.
A config is provided if you rather let players use these exploits, and let
them destroy the worlds End Portals and get on top of the nether easy.
For saddles, carpets, horse armor, and chests for horse-likes
a BlockDispenseEvent handler that always mutated the item without
changing the type would result in a SO error because when it went
to find the replacement dispense behavior (since the item "changed")
it didn't properly handle if the replacement was the same instance
of dispense behavior.
Additionally equippable mob heads, wither skulls, and carved pumpkins
are subject to the same possible error.
Furthermore since 1.21.2, the DISPENSER_REGISTRY map doesn't have a default
return value anymore and some dispense behaviors like equippable and
regular items will not have a defined behavior in that map and might throw
a NPE in that case.
This causes spawnAfterBreak to spawn xp by default, removing the need to manually add xp wherever this method is used.
For classes that use custom xp amounts, they can drop the resources with disabling
Called whenever a players shield is disabled. This is mainly caused by
attacking players or monsters that carry axes.
The event, while similar to the PlayerItemCooldownEvent, offers other
behaviour and can hence not be implemented as a childtype of said event.
Specifically, cancelling the event prevents the game events from being
sent to the player.
Plugins listening to just the PlayerItemCooldownEvent may not want said
sideeffects, meaning the disable event cannot share a handlerlist with
the cooldown event
EntityTeleportEvent#setTo is marked as nullable and so is the
getTo method. This fixes the handling of a null "to" location
by treating it the same as the event being cancelled. This is
already existing behavior for the EntityPortalEvent (which
extends EntityTeleportEvent).
In general, the client now has an acknowledgment system which will prevent block changes made by the client to be reverted correctly.
It should be noted that this system does not yet support block entities, so those still need to resynced when needed.
Instead of just tracking the itemstacks, this tracks with it, the
action to take with that itemstack to apply the correct logic
on dropping the item instead of generalizing it for all dropped
items like CB does.
Fixes EntityPotionEffectEvent
Fixes EntityPoseChangeEvent
Asynchronous chunk generation provides an opportunity for things
to happen async that previously fired synchronous-only events. This
patch is for mitigating those issues by various methods.
Also fixes correctly marking/clearing the entity generation flag.
This patch sets the generation flag anytime an entity is created
via StructureTemplate before loading from NBT to catch uses of
the flag during the loading logic. This patch clears the generation
flag from an entity when added to a ServerLevel for the situation
where generation happened directly to a ServerLevel and the
entity still has the flag set.
For each player on each tick, enter block triggers are invoked, and these create loot contexts that are promptly thrown away since the trigger doesn't pass the predicate
To avoid this, we now lazily create the LootContext if the criterion passes the predicate AND if any of the listener triggers require a loot context instance
Upstream did not account for different hands when storing
the breed item for later use in the event. Also they only
stored a reference to the stack, not a copy so if the stack
changed after love mode was started, the breed item in the event
also changed. Also in several places, the breed item was stored after
it was decreased by one to consume the item.
== AT ==
public net.minecraft.world.level.storage.DimensionDataStorage readSavedData(Ljava/util/function/Function;Lnet/minecraft/util/datafix/DataFixTypes;Ljava/lang/String;)Lnet/minecraft/world/level/saveddata/SavedData;
The CHUNKY_FIXERS field is modified during the constructors
of the BlockFixers, but the code that uses CHUNKY_FIXERS does
not properly ensure that BlockFixers has been initialised before
using it, leading to a possible race condition where instances of
BlockFixers are accessed before they have initialised correctly.
We can force the class to initialise fully before accessing the
field by calling any method on the class, and for convenience
we use values().
The tile entities are not accessible and so should not be loaded.
This can happen as a result of users moving regionfiles around,
which would cause a crash on Folia but would appear to function
fine on Paper.
moves the loading after vanilla loading, so it overrides the values.
disables saving any forced stats, so it stays at the same value (without enabling disableStatSaving)
fixes stat initialization to not cause a NullPointerException
Copyright (C) 2020 Technove LLC
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
This adds a very cheap distance check when an end crystal is placed.
Attempting to respawn the dragon, which involves looking up the end crystal
entities near the portal, every time an end crystal is placed, can be slow on
some servers that have players placing end crystals as a style of combat.
The very cheap distance check prevents running the entity lookup every time.
General patch fixing slot desyncs between the server and client that
result from cancelled events/paper introduced logic.
Co-authored-by: Minecrell <minecrell@minecrell.net>
Co-authored-by: Newwind <support@newwindserver.com>
Getting the nearest generated structure contains a nested set of loops that
iterates over all chunks at a specific chessboard distance. It does this by
iterating over the entire square of chunks within that distance, and checking
if the coordinates are at exactly the right distance to be on the border.
This patch optimizes the iteration by only iterating over the border chunks.
This evaluated chunks are the same, and in the same order, as before, to
ensure that the returned found structure (which may for example be a buried
treasure that will be marked on a treasure map) is the same as in vanilla.
== AT ==
public net.minecraft.world.level.dimension.end.EndDragonFight GATEWAY_COUNT
public net.minecraft.world.level.dimension.end.EndDragonFight gateways
public net.minecraft.world.level.dimension.end.EndDragonFight respawnCrystals
public net.minecraft.world.level.dimension.end.EndDragonFight spawnNewGateway(Lnet/minecraft/core/BlockPos;)V
Setting whether a block break dropped items controlled
far more than just whether blocks dropped, like stat increases
food consumption, turtle egg count decreases, ice to water
conversions and beehive releases
Tab-complete packet is supposed to tab-complete args for commands, but
it also can suggest commands like in version 1.12.2 or lower.
This patch prevents server from sending namespaced commands when player
requests tab-complete only commands.
Spigot incorrectly instanceOf checks the EntityTargetEvent#getTarget
against the internal ItemEntity type and removes the nearest wanted item
memory if said instanceOf check fails, (which is always the case)
causing allays to behave differently as they constantly lose their
target item.
This commit fixes the faulty behaviour by instance performing a check
against the CraftItem type.
Pulling Folia API to Paper is primarily intended for plugins
that want to target both Paper and Folia without unnecessary
compatibility layers.
Add both a location based scheduler, an entity based scheduler,
and a global region scheduler.
Owned region API may be useful for plugins which want to perform
operations over large areas outside of the buffer zone provided
by the regionaliser, as it is not guaranteed that anything
outside of the buffer zone is owned. Then, the plugins may use
the schedulers depending on the result of the ownership check.
When selecting which explosion resistance to use for lava and water, vanilla selects the highest value between their block explosion resistance and fluid explosion resistance.
Problems emerge when we want to reduce the explosion resistance of water or lava, since the fluid explosion resistance is hardcoded to return 100.0F and can't be changed by a plugin. This simply makes the fluid explosion resistance the same as the block explosion resistance, which allows plugin to change the value. Since both are the same in vanilla, this has no side effects on servers that do not need to do this.
In the event that an item frame cannot be seen by any players, ticking the item frame every tick is unnecessary. This can be a very hot section of the entity tracker when lots of item frames are present on a server, so this reduces the logic which speeds it up.
Fix several issues when a player interact with a block:
* the place sound isn't played for the dispensed shulker block
* desync of the jukebox blocks between bukkit handler and the vanilla interaction
* poi can desync when the BlockPhysicsEvent is cancelled
Makes sure the value returned by Projectile#getShooter in
the API matches the owner UUID specified in the entity nbt.
Previously, after the entity reloaded, Projectile#getShooter
would return null, while the entity still had an owner.
Also fixes setting the shooter/owner to null actually
clearing the owner.
Co-authored-by: Warrior <50800980+Warriorrrr@users.noreply.github.com>
This patch is meant to get rid of any instances of lazy initialization that Minecraft introduces for enums.
This has the possibility to create race condition issues, and generally don't make sense to be lazily done anyways.
Upstream incorrectly skipped explosion logic if
the bed was occupied and added a "feature" where
if you set your spawn in a respawn anchor world
but then replaced it with a bed, you could respawn
at the bed in that world.
Wandering Trader, AbstractHorse, Beacon and Composter inventories returned null locations
when a block or entity location is readily available
Co-authored-by: Lukas Planz <lukas.planz@web.de>
Changes the Interaction entity's trigger to use the vanilla
generic damage source
Fixes a couple places where the original damage and modified damage
were passed in the reverse order to the advancement triggers
The EntityResurrectEvent logic is supposed to locate a totem of undying
in any of the interaction slots of the player inventory and then, if the
called EntityResurrectEvent is not cancelled, shrink that item by 1,
usually reducing it to zero.
For this, the logic iterates over the items in the interaction slots and
breaks out the loop if a totem of undying was found.
However, even if no totem of undying was found, the iteration item stack
variable remains as a refernce to the last interaction slot probed.
Plugins uncancelling a EntityResurrectEvent, which is published
pre-cancelled to listeners if no totem of undying could be found,
would hence cause the server logic to shrink completely unrelated items
found in, at the writing of this patch, the players off hand slot.
This patch corrects this behaviour by only shrinking the item if a totem
of undying was found and the event was called uncancelled.
Menus don't add slots for the offhand, so on sendAllDataToRemote calls the
offhand slot isn't sent. This is not correct because you *can* put stuff into the offhand
by pressing the offhand swap item
When the server is stopping, the default execution handler method will throw a
RejectedExecutionException in order to prevent further execution, this causes
us to lose the actual kick reason. To mitigate this, we'll use a seperate marked
class in order to gracefully ignore these.
Adds methods notify clients about item breaks and
to simulate damage done to an itemstack and all
the logic associated with damaging them
== AT ==
public net.minecraft.world.entity.LivingEntity entityEventForEquipmentBreak(Lnet/minecraft/world/entity/EquipmentSlot;)B
Fixes where the user has permission for selectors but not their
suggestions, which especially matters when we force suggestions to
the server for this type
Crashes caused by the missing AWT dependency come up in the support channels fairly often.
This patch detects the missing dependency and stops the server with a clear error message,
containing a link to instructions on how to install a non-headless JRE.
Fixes double firing of the event in PiglinAi
Fixes cancelling the event for piglins still triggering the
advancement trigger
Fires the event when a Raider tries to pick up a raid banner
to become raid leader.
While Velocity supports BungeeCord-style IP forwarding, it is not secure. Users
have a lot of problems setting up firewalls or setting up plugins like IPWhitelist.
Further, the BungeeCord IP forwarding protocol still retains essentially its original
form, when there is brand new support for custom login plugin messages in 1.13.
Velocity's modern IP forwarding uses an HMAC-SHA256 code to ensure authenticity
of messages, is packed into a binary format that is smaller than BungeeCord's
forwarding, and is integrated into the Minecraft login process by using the 1.13
login plugin message packet.
Beyond calling the BlockFadeEvent in more places, this patch also aims
to pass the proper replacement state to the event, specifically for
potentially waterlogged block states fading.
Co-authored-by: Lulu13022002 <41980282+Lulu13022002@users.noreply.github.com>
Minecraft's prediction system does not handle block entities, so if we are manually sending block entities during
block breaking we need to set it after the prediction is finished. This fixes block entities not showing when cancelling the BlockBreakEvent.
Paper makes the entity random thread-safe
and constructing an entity off the main thread
should be supported. Some entities (for whatever
reason) use the level's random in some places.
These can be called while an entity is being added to the world,
and if the entity is being added from a chunk load context the
sync load will block indefinitely (because the chunk load context
is for completing the chunk to FULL).
This does raise questions about the current system for these
dynamic registrations, as it looks like there is _zero_ logic
to account for the case where the chunk is _not_ currently loaded
and then later loaded.
The previous solution caused a bunch of bandaid fixes inorder to resolve edge cases where minecraft/the api might spawn items that are air.
Just simply prevent them from being added to the world instead.
Craftbukkit attempts to translate worlds that use the
same generation as the Overworld, The Nether, or The End
to use those dimensions when checking the `changed_dimension`
criteria trigger, or whether to trigger the `NETHER_TRAVEL`
distance trigger. This adds a config option to ignore that
and use the exact dimension key of the worlds involved.
- add auto expire setting
- add setter for block data
- add accessors for block state
== AT ==
public net.minecraft.world.entity.item.FallingBlockEntity blockState
Co-authored-by: Lukas Planz <lukas.planz@web.de>
Fixes https://github.com/PaperMC/Paper/issues/7276 and https://github.com/PaperMC/Paper/issues/8118
by using a config option that, when set to false, does not add markers to the entity
tick list at all and ignores them in Spigot's activation range checks. The entity tick
list is only used in the tick and tickPassenger methods, so we can safely not add the
markers to it. When the config option is set to true, markers are ticked as normal.
By checking if the world passed into StructureTemplate's placeInWorld
is not a WorldGenRegion, we can bypass the deadlock entirely.
See https://bugs.mojang.com/browse/MC-246262
Also standardizes how to handle EntityChangeBlockEvent before a removeBlock or destroyBlock
call. Always use 'state.getFluidState().createLegacyBlock()' to get the new state instead of
just using the 'air' state.
Also fixes the new block data for EntityBreakDoorEvent (a sub-event from
EntityChangeBlockEvent)
Co-authored-by: Lulu13022002 <41980282+Lulu13022002@users.noreply.github.com>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
lets debug mode throw a trace in order to potentially see where
such calls are cascading from easier, but, generally, if you see one setBlock
call, you're gonna see more, and this just potentially causes a flood of logs
which can cause issues for slower terminals, etc.
We can limit the flood by just allowing one for a single gen region,
we'll also only gen a trace for the first one, I see no real pressing need
to generate more, given that that would *massively* negate this patch otherwise
The worldgen thread will attempt to get structure references
via the world's getChunkAt method, which is fine if the gen is
not cancelled - but if the chunk was unloaded, the call will block
indefinitely. Instead of using the world state, we use the already
supplied ServerLevelAccessor which will always have the chunk available.
== AT ==
public net.minecraft.world.entity.projectile.FishingHook timeUntilLured
public net.minecraft.world.entity.projectile.FishingHook fishAngle
public net.minecraft.world.entity.projectile.ShulkerBullet targetDeltaX
public net.minecraft.world.entity.projectile.ShulkerBullet targetDeltaY
public net.minecraft.world.entity.projectile.ShulkerBullet targetDeltaZ
public net.minecraft.world.entity.projectile.ShulkerBullet currentMoveDirection
public net.minecraft.world.entity.projectile.ShulkerBullet flightSteps
public net.minecraft.world.entity.projectile.AbstractArrow soundEvent
public net.minecraft.world.entity.projectile.AbstractArrow setPickupItemStack(Lnet/minecraft/world/item/ItemStack;)V
public net.minecraft.world.entity.projectile.ThrownTrident dealtDamage
public net.minecraft.world.entity.projectile.Arrow NO_EFFECT_COLOR
public net.minecraft.world.entity.projectile.Projectile hasBeenShot
public net.minecraft.world.entity.projectile.Projectile leftOwner
public net.minecraft.world.entity.projectile.Projectile ownerUUID
public net.minecraft.world.entity.projectile.Projectile preOnHit(Lnet/minecraft/world/phys/HitResult;)V
public net.minecraft.world.entity.projectile.Projectile canHitEntity(Lnet/minecraft/world/entity/Entity;)Z
public net.minecraft.world.entity.projectile.FireworkRocketEntity getDefaultItem()Lnet/minecraft/world/item/ItemStack;
public net.minecraft.world.item.CrossbowItem FIREWORK_POWER
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
Co-authored-by: MelnCat <melncatuwu@gmail.com>
Co-authored-by: Lulu13022002 <41980282+Lulu13022002@users.noreply.github.com>
Piercing arrows search for multiple entities inside a while
loop that is checking the projectile entity's removed state.
If the hit event is cancelled on the first entity, the event will
be called over and over again inside that while loop until the event
is not cancelled. The solution here, is to make use of an
already-existing field on AbstractArrow for tracking entities hit by
piercing arrows to avoid duplicate damage being applied.
== AT ==
protected net.minecraft.world.entity.projectile.Projectile hitCancelled
Dead players would be stuck in the world loading screen and other players may
miss messages and similar sent in the join event if chunk loading is slow.
Paper already circumvents falling through the world before chunks are loaded,
so we do not need that. The client only needs the chunk it is currently in to
be loaded to close the loading screen, so we just send an empty one.
By default, only LevelStem's that specifically match the ResourceKey for
OVERWORLD will have the 5 (currently) impls of CustomSpawner (for
phantoms, wandering traders, etc.). This adds an option to instead of
just looking at the LevelStem key, look at the DimensionType key which
is one level below that. Defaults to off to keep vanilla behavior.
The 4 missing structure set seed configs are strongholds, mineshafts,
buried treasure, and ancient cities.
Strongholds use a ring placement scheme which isn't random so they
utilize the world seed by default, this adds a config to override it
for just generating the ring positions.
Mineshafts and Buried Treasure structure sets are special cases
where the "salt" that can be defined for them via datapacks has 0
effect because the difference between the spacing and separation is 1
which is used as the upper bound in the random with salt. So the random
always returns the same int (0) so the salt has no effect. This adds
seeds/salts to the frequency reducer which has a similar effect.
Co-authored-by: William Blake Galbreath <blake.galbreath@gmail.com>
There is an explicit check in the handling code for empty pistons that
prevents sticky pistons from firing the event. However when we look back
at the history we see that this check was originally added so that ONLY
sticky pistons would fire the retract event. I'm not sure why.
1092acbddf
Over the course of several updates, the meaning of that field appears to
have changed from "is NOT sticky" to "is sticky". So now its having the
opposite effect. Only normal pistons fire the retraction event. And like
all things in CB, it's just been carried around since.
If we are to believe the history, the correct fix for this issue is to
flip it so it only fires for sticky pistons, but that puts us in a
bind. It's already firing for non-sticky pistons, changing it now would
likely result in breakage. Furthermore, there is little documentation as
to WHY that was ever intended to be the case.
Instead we opt to remove the check entirely so that the event fires for
all piston types.
Co-authored-by: Zach Brown <1254957+zachbr@users.noreply.github.com>
Co-authored-by: Madeline Miller <mnmiller1@me.com>
HashMapPalette uses an instance of CrudeIncrementalIntIdentityHashBiMap
internally. A Palette has a preset maximum size = 1 << bits.
CrudeIncrementalIntIdentityHashBiMap has an initial size but is
automatically resized. The CrudeIncrementalIntIdentityHashBiMap is created
with the maximum size in the constructor of HashMapPalette, with the aim
that it doesn't need to be resized anymore. However, there are two things
that I think Mojang hasn't considered here:
1) The CrudeIncrementalIntIdentityHashBiMap is resized, when its initial
size is reached and not the next time, when a further object is added.
2) HashMapPalette adds objects (unnecessarily) before checking if the
initial size of CrudeIncrementalIntIdentityHashBiMap is reached.
This means to actually avoid resize operations in
CrudeIncrementalIntIdentityHashBiMap, one has to add 2 to the initial size
or add 1 and check the size before adding objects. This commit implements
the second approach. Note that this isn't only an optimization but also
makes async reads of Palettes fail-safe. An async read while the
CrudeIncrementalIntIdentityHashBiMap is resized is fatal and can even lead
to corrupted data. This is also something that Anti-Xray is currently
relying on.
Fixes kelp modifier changing growth for other crops
Also add growth modifiers for glow berries, mangrove propagules,
torchflower crops and pitcher plant crops
Also fix above-mentioned modifiers from having the reverse effect
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: Noah van der Aa <ndvdaa@gmail.com>
Co-authored-by: Lulu13022002 <41980282+Lulu13022002@users.noreply.github.com>
This patch detects whether or not the server is currently executing as a privileged user and spits out a warning.
The warning serves as a sort-of PSA for newer server admins who don't understand the risks of running as root.
We've seen plenty of bad/malicious plugins hit markets, and there's been a few close-calls with exploits in the past.
Hopefully this helps mitigate some potential damage to servers, even if it is just a warning.
Co-authored-by: Noah van der Aa <ndvdaa@gmail.com>
Sometimes, blocks are changed and then logic is called before the associated
tile entity is removed. When this happens, the factories were relying on the
block at the position, not the tile entity. This change prioritizes using the
tile entity type to determine the block state factory and falls back on
the material type of the block at that location.
== AT ==
public net.minecraft.world.level.block.entity.BlockEntityType validBlocks
In certain areas the player's head rotation could be desynced when teleported/moved.
This is because bukkit uses a separate head rotation field for yaw.
This issue only applies to players.
Preserves overstacked items in loot tables, such as shulker box drops, to prevent the items
from being deleted (as they'd overflow past the bounds of the container)-- or worse, causing
chunk bans via the large amount of NBT created by unstacking the items.
Fixes GH-5140 and GH-4748.
Example config:
packet-limiter:
kick-message: '&cSent too many packets'
limits:
all:
interval: 7.0
max-packet-rate: 500.0
ServerboundPlaceRecipePacket:
interval: 4.0
max-packet-rate: 5.0
action: DROP
all section refers to all incoming packets, the action for all is
hard coded to KICK.
For specific limits, the section name is the class's name,
and an action can be defined: DROP or KICK
If interval or rate are less-than 0, the limit is ignored
Child nodes are handled by CommandDispatcher#parse checking
requirements.
Vanilla clients only send ServerboundCommandSuggestionPacket when
encountering a command node with ASK_SERVER suggestions, however a
modified client can send this packet whenever it wants.
Just use the iblockdata already retrieved, removes a getType call.
Also save approx. 5% for the raytrace call, as most (expensive)
raytracing tends to go through air and returning early is an
easy win. The remaining problems with this function
are mostly with the block getting itself.
Tux did some profiling some time ago and showed that the
previous getChunkAt method which had inlined logic for loaded
chunks did get inlined, but the standard CPS.getChunkAt
method was not inlined.
Add commands to get the mobcaps for a world, as well as the mobcaps for
each player when per-player mob spawning is enabled.
Also has a hover text on each mob category listing what entity types are
in said category
Log when the async catcher is tripped
The chunk system can swallow the exception given it's all
built with completablefuture, so ensure it is at least printed.
Add/move several async catchers
Async catch modifications to critical entity state
These used to be here from Spigot, but were dropped with 1.17.
Now in 1.17, this state is _even more_ critical than it was before,
so these must exist to catch stupid plugins.
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Still call the event and change the active container though. We
want to avoid close logic because it's possible to load the
chunk through it. This should also be OK from a leak prevention/
state desync POV because the TE is getting unloaded anyways.
Fixes permission checks for vanilla commands which don't have a
requirement, as well as for namespaced vanilla commands.
== AT ==
public-f com.mojang.brigadier.tree.CommandNode requirement
== AT ==
public net.minecraft.advancements.Advancement decorateName(Lnet/minecraft/advancements/DisplayInfo;)Lnet/minecraft/network/chat/Component;
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
This adds config options to specify the tick rate for sensors
and behaviors of different entity types as well as timings
for those in order to be able to have some metrics as to which
ones might need tweaking.
It does not make a lot of sense to damage players if they get crammed,
especially as the usecase of teleporting lots of players to the same
location isn't too uncommon and killing all those players isn't
really what one would expect to happen.
For those who really want it a config option is provided.
This patch changes sign command logic so that `run_command` click events:
- are logged to the console
- fire PlayerCommandPreprocessEvent
- work with double-slash commands like `//wand`
- sends failure messages to the player who clicked the sign
This prevents us from hitting chunk loads for chunks at or less-than
ticket level 33 (yes getChunkIfLoaded will actually perform a chunk
load in that case).
== AT ==
public net.minecraft.world.entity.animal.Fox isDefending()Z
public net.minecraft.world.entity.animal.Fox setDefending(Z)V
public net.minecraft.world.entity.animal.Fox setFaceplanted(Z)V
public net.minecraft.world.entity.animal.Panda getEatCounter()I
public net.minecraft.world.entity.animal.Panda setEatCounter(I)V
public net.minecraft.world.entity.animal.Bee isRolling()Z
public net.minecraft.world.entity.animal.Bee setRolling(Z)V
public net.minecraft.world.entity.animal.Bee numCropsGrownSincePollination
public net.minecraft.world.entity.animal.Bee ticksWithoutNectarSinceExitingHive
public net.minecraft.world.entity.monster.piglin.Piglin isChargingCrossbow()Z
public net.minecraft.world.entity.ambient.Bat targetPosition
public net.minecraft.world.entity.monster.Ravager attackTick
public net.minecraft.world.entity.monster.Ravager stunnedTick
public net.minecraft.world.entity.monster.Ravager roarTick
public net.minecraft.world.entity.vehicle.MinecartTNT explode(D)V
public net.minecraft.world.entity.vehicle.MinecartTNT fuse
public net.minecraft.world.entity.monster.Endermite life
public net.minecraft.world.entity.projectile.AbstractArrow soundEvent
public net.minecraft.world.entity.monster.Phantom anchorPoint
public net.minecraft.world.entity.npc.WanderingTrader getWanderTarget()Lnet/minecraft/core/BlockPos;
public net.minecraft.world.entity.animal.AbstractSchoolingFish leader
public net.minecraft.world.entity.animal.AbstractSchoolingFish schoolSize
public net.minecraft.world.entity.animal.Rabbit moreCarrotTicks
public net.minecraft.world.entity.AreaEffectCloud ownerUUID
public net.minecraft.world.entity.animal.MushroomCow stewEffects
public net.minecraft.world.entity.Entity FLAG_INVISIBLE
public net.minecraft.world.entity.animal.Cat setRelaxStateOne(Z)V
public net.minecraft.world.entity.animal.Cat isRelaxStateOne()Z
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: William Blake Galbreath <blake.galbreath@gmail.com>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
Co-authored-by: booky10 <boooky10@gmail.com>
Co-authored-by: Amin <amin.haddou@frg.wwschool.de>
Co-authored-by: TrollyLoki <trollyloki@gmail.com>
Co-authored-by: FireInstall <kettnerl@hu-berlin.de>
Co-authored-by: maxcom1 <46265094+maxcom1@users.noreply.github.com>
Co-authored-by: TotalledZebra <Holappa57@gmail.com>
Mojang has flaws in their logic about chunks being concurrently
wrote to. So we constantly see crashes around multiple threads writing.
Additionally, java has optimized synchronization so well that its
in many times faster than trying to manage read write locks for low
contention situations.
And this is extremely a low contention situation.
When the active item is not cleared, the item is still readied
for use and will repeatedly trigger the PlayerItemConsumeEvent
till their item is switched.
This patch clears the active item when the event is cancelled