Commit graph

4992 commits

Author SHA1 Message Date
Aikar
394e4c04f7 Fix NBT type issues
Addresses two issues:
- MC-135506: Experience should save as Integers
- Allay duplication cooldown is saved and exposed as a long, but loaded as an int
2018-08-03 00:04:54 -04:00
Shane Freeder
88409ad861 Break up and make tab spam limits configurable
Due to the changes in 1.13, clients will send a tab completion request
for all bukkit commands in order to factor in the lack of support for
brigadier and provide backwards support in the API.

Craftbukkit, however; has moved the chat spam limiter to also interact
with the tab completion request, which while good for avoiding abuse,
causes 1.13 clients to easilly be kicked from a server in bukkit due
to this. Removing the spam limit could cause issues for servers, however,
there is no way for servers to manipulate this without blindly cancelling
kick events, which only causes additional complications. This also causes
issues in that the tab spam limit and chat share the same field but different
limits, meaning that a player having typed a long command may be kicked from
the server.

Splitting the field up and making it configurable allows for server owners
to take the burden of this into their own hand without having to rely on
plugins doing unsafe things.
2018-07-29 05:02:15 +01:00
Mark Vainomaa
30f16143ba Add TNTPrimeEvent 2018-07-16 00:05:05 +03:00
BillyGalbreath
f20fbf5477 AnvilDamageEvent 2018-07-20 23:37:03 -05:00
willies952002
fb64feeb61 Expand ArmorStand API
Adds the following:
- Add proper methods for getting and setting items in both hands. Deprecates old methods
- Enable/Disable slot interactions
- Allow using degrees for ArmorStand rotations (via new Rotations class)

== AT ==
public net.minecraft.world.entity.decoration.ArmorStand isDisabled(Lnet/minecraft/world/entity/EquipmentSlot;)Z

Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
2018-07-26 02:25:46 -04:00
BillyGalbreath
da011362dc SkeletonHorse Additions 2018-07-27 22:36:31 -05:00
Riley Park
c0a3a0d12c Allow disabling armor stand ticking 2018-08-15 01:26:09 -07:00
Hugo Manrique
510b8187c7 Vanished players don't have rights 2018-07-23 14:22:26 +02:00
Hugo Manrique
1549b076df Option to prevent armor stands from doing entity lookups 2018-07-23 12:57:39 +02:00
Techcable
85be8cc620 Improve BlockPosition inlining
Normally the JVM can inline virtual getters by having two sets of code, one is the 'optimized' code and the other is the 'deoptimized' code.
If a single type is used 99% of the time, then its worth it to inline, and to revert to 'deoptimized' the 1% of the time we encounter other types.
But if two types are encountered commonly, then the JVM can't inline them both, and the call overhead remains.

This scenario also occurs with BlockPos and MutableBlockPos.
The variables in BlockPos are final, so MutableBlockPos can't modify them.
MutableBlockPos fixes this by adding custom mutable variables, and overriding the getters to access them.

This approach with utility methods that operate on MutableBlockPos and BlockPos.
Specific examples are BlockPosition.up(), and World.isValidLocation().
It makes these simple methods much slower than they need to be.

This should result in an across the board speedup in anything that accesses blocks or does logic with positions.

This is based upon conclusions drawn from inspecting the assenmbly generated bythe JIT compiler on my microbenchmarks.
They had 'callq' (invoke) instead of 'mov' (get from memory) instructions.
2016-11-30 20:56:58 -06:00
BillyGalbreath
925d397466 PlayerLaunchProjectileEvent 2018-07-21 03:11:03 -05:00
BillyGalbreath
a949eef7aa PlayerElytraBoostEvent 2018-07-21 01:59:59 -05:00
BillyGalbreath
e054d501fb EnderDragon Events 2018-07-21 01:51:27 -05:00
Aikar
eb528f5f37 add more information to Entity.toString()
UUID, ticks lived, valid, dead
2018-07-19 01:13:28 -04:00
Aikar
904c0460cc Vex#get/setSummoner API
Get's the NPC that summoned this Vex and
Allow setting the vex's summoner

Co-authored-by: BillyGalbreath <Blake.Galbreath@GMail.com>
2018-07-04 15:30:22 -04:00
Aikar
3430a002d1 InventoryCloseEvent Reason API
Allows you to determine why an inventory was closed, enabling plugin developers
to "confirm" things based on if it was player triggered close or not.
2018-07-03 21:56:23 -04:00
Brokkonaut
7749dcdd84 Implement World.getEntity(UUID) API 2018-07-03 16:08:14 +02:00
BillyGalbreath
b7f23ee86d Add config to disable ender dragon legacy check 2018-06-22 10:38:31 -05:00
Aikar
f6e7cce227 RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:00:49 -04:00
Aikar
26c0e7e3d9 LivingEntity Active Item API
API relating to items being actively used by a LivingEntity
such as a bow or eating food.

== AT ==
public net/minecraft/world/entity/LivingEntity completeUsingItem()V
public net/minecraft/server/level/ServerPlayer completeUsingItem()V

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2018-06-29 00:21:28 -04:00
Aikar
dddd41ac34 Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.

Co-authored-by: Esoteric Enderman <90862990+EsotericEnderman@users.noreply.github.com>
Co-authored-by: Bjarne Koll <git@lynxplay.dev>
2018-06-20 23:17:24 -04:00
Brokkonaut
991875920d Add entity knockback events
- EntityKnockbackEvent
- EntityPushedByEntityAttackEvent
- EntityKnockbackByEntityEvent

Co-authored-by: aerulion <aerulion@gmail.com>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2018-06-18 15:46:23 +02:00
Aikar
d68fcd321f PlayerReadyArrowEvent
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
2018-06-18 01:12:53 -04:00
Aikar
26ade76848 Improve EntityShootBowEvent
Adds missing call to Illagers and also adds Arrow ItemStack to skeletons

== AT ==
public net.minecraft.world.entity.projectile.AbstractArrow getPickupItem()Lnet.minecraft.world.item.ItemStack;
2013-06-15 19:51:17 -04:00
BillyGalbreath
2d9d74f9a9 Make shield blocking delay configurable 2018-06-16 01:18:16 -05:00
Aikar
4ec0188c4d Print Error details when failing to save player data 2018-06-15 20:37:03 -04:00
Aikar
d50334d6e8 Configurable LootPool luck formula
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.

See: https://luckformula.emc.gs for data and details
-----------

The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.

Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance

-----------

This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.

Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.

This change will result in some major changes to fishing formulas.

-----------

I would love to see this change in Vanilla, so Mojang please pull :)
2018-06-15 00:30:32 -04:00
Nassim Jahnke
a70953dfb0 Improve CraftEntity and CraftPlayer equals and hashCode
Make sure the hash code does not change and also remove outdated
equals logic from CraftPlayer. Long-term, the override there should
be entirely removed, but this is good enough for now.

Replacing some getHandle method calls with direct field access will
also reduce overhead from casts that the overridden methods come with,
at least until those are changed later on as well.
2024-11-09 21:10:45 +01:00
Aikar
809fa1fbea Unset Ignited flag on cancel of Explosion Event
Otherwise the creeper infinite explodes
2018-06-10 01:18:49 -04:00
Shane Freeder
d6d2d75fe6 Add EntityTeleportEndGatewayEvent 2018-06-09 14:08:39 +02:00
Aikar
0efee74644 ItemStack#getMaxItemUseDuration
Allows you to determine how long it takes to use a usable/consumable item
2018-06-05 23:00:29 -04:00
Aikar
b64e7f96d3 WitchReadyPotionEvent 2018-06-05 22:47:26 -04:00
Aikar
a3b5f969ed WitchThrowPotionEvent
Fired when a witch throws a potion at a player
2018-05-16 20:44:58 -04:00
Aikar
72743537f4 WitchConsumePotionEvent
Fires when a witch consumes the potion in their hand
2018-05-16 20:35:16 -04:00
Aikar
40e2712d61 EndermanAttackPlayerEvent
Allow control over whether or not an enderman aggros a player.

This allows you to override/extend the pumpkin/stare logic.
2018-05-01 20:18:54 -04:00
0x22
952a6d631c Fix exploit that allowed colored signs to be created 2018-04-26 04:41:11 -04:00
Aikar
634b639098 Expand World.spawnParticle API and add Builder
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.
Adds an option to control the force mode of the particle.

This adds a new Builder API which is much friendlier to use.
2017-08-15 22:29:12 -04:00
Aikar
eeea3358ab Enderman.teleportRandomly()
Ability to trigger the vanilla "teleport randomly" mechanic of an enderman.
2018-04-30 13:29:44 -04:00
Aikar
b4ece1619f EndermanEscapeEvent
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.
2018-04-30 13:15:55 -04:00
Brokkonaut
5a528af05e Configurable sprint interruption on attack
If the sprint interruption is disabled players continue sprinting when they attack entities.
2018-04-14 20:20:46 +02:00
Mark Vainomaa
4b7a93d5e1 Add openSign method to HumanEntity 2018-04-01 02:29:37 +03:00
Shane Freeder
ce2c1367af Flag to disable the channel limit
In some enviroments, the channel limit set by spigot can cause issues,
e.g. servers which allow and support the usage of mod packs.

provide an optional flag to disable this check, at your own risk.
2018-03-31 17:04:26 +01:00
Minecrell
0511551203 Call PaperServerListPingEvent for legacy pings 2017-10-11 19:30:51 +02:00
Minecrell
361fc3ab43 Make legacy ping handler more reliable
The Minecraft server often fails to respond to old ("legacy") pings
from old Minecraft versions using the protocol used before the switch
to Netty in Minecraft 1.7.

Due to packet fragmentation[1], we might not have all needed bytes
available when the LegacyPingHandler is called. In this case, it will
run into an error, remove the handler and continue using the modern
protocol.

This is unlikely to happen for the first two revisions of the legacy
ping protocol (used in Minecraft 1.5.x and older) since the request
consists of only one or two bytes, but happens frequently for the
last/third revision introduced in Minecraft 1.6.

It has much larger, variable packet sizes due to the inclusion of
the virtual host (the hostname/port used to connect to the server).

The solution[2] is simple: If we find more than two matching bytes,
we buffer the remaining bytes until we have enough to fully read and
respond to the request.

[1]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h3-11
[2]: https://netty.io/wiki/user-guide-for-4.x.html#wiki-h4-13
2017-10-11 18:22:50 +02:00
Aikar
a13afc05a6 Improved Async Task Scheduler
The Craft Scheduler still uses the primary thread for task scheduling.
This results in the main thread still having to do work as part of the
dispatching of async tasks.

If plugins make use of lots of async tasks, such as particle emitters
that want to keep the logic off the main thread, the main thread still
receives quite a bit of load from processing all of these queued tasks.

Additionally, resizing and managing the pending entries for all of
these asynchronous tasks takes up time on the main thread too.

This commit replaces the implementation of the scheduler when working
with asynchronous tasks, by forwarding calls to the new scheduler.

The Async Scheduler uses a single thread executor for "management" tasks.
The Management Thread is responsible for all adding and dispatching of
scheduled tasks.

The mainThreadHeartbeat will send a heartbeat task to the management thread
with the currentTick value, so that it can find which tasks to execute.

Scheduling of an async tasks also dispatches a management task, ensuring
that any Queue resizing operation occurs off of the main thread.

The async queue uses a complete separate PriorityQueue, ensuring that resize
operations are decoupled from the sync tasks queue.
2018-03-16 22:59:43 -04:00
Aikar
3f0a574e10 getPlayerUniqueId API
Gets the unique ID of the player currently known as the specified player name
In Offline Mode, will return an Offline UUID

This is a more performant way to obtain a UUID for a name than loading an OfflinePlayer
2018-03-22 01:40:24 -04:00
Aikar
d0d0b1a21e Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.

== AT ==
public-f net.minecraft.world.entity.player.Player gameProfile
2018-03-18 12:29:48 -04:00
Aikar
5fb78725e4 Add more fields to AsyncPreLoginEvent
Co-authored-by: Connor Linfoot <connorlinfoot@me.com>
Co-authored-by: MCMDEV <john-m.1@gmx.de>
2018-03-18 11:45:57 -04:00
Minecrell
ac0c06a72f Implement extended PaperServerListPingEvent 2017-10-11 15:56:26 +02:00
Aikar
a7bc7ca33a Disable Explicit Network Manager Flushing
This seems completely pointless, as packet dispatch uses .writeAndFlush.

Things seem to work fine without explicit flushing, but incase issues arise,
provide a System property to re-enable it using improved logic of doing the
flushing on the netty event loop, so it won't do the flush on the main thread.

Renable flushing by passing -Dpaper.explicit-flush=true
2018-03-11 14:13:33 -04:00