Commit graph

179 commits

Author SHA1 Message Date
ysl3000
e32901791b Player Chunk Load/Unload Events 2020-10-05 21:25:16 +02:00
Shane Freeder
1f21f3032b Limit recipe packets 2020-12-12 23:45:28 +00:00
Mariell Hoversholm
4b0e4655fd Add API for quit reason 2020-11-14 16:19:52 +01:00
Spottedleaf
093bd60eae Fix for large move vectors crashing server
Check movement distance also based on current position.
2020-05-17 23:47:33 -07:00
William Blake Galbreath
c2be5a5354 Fix deop kicking non-whitelisted player when white list is not enabled 2020-10-03 22:00:27 -05:00
Shane Freeder
af1fabed04 Extend block drop capture to capture all items added to the world 2020-09-17 00:36:05 +01:00
Aikar
aebf9e869b Fix Entity Teleportation and cancel velocity if teleported
Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.

Cancel any pending motion when teleported.
2020-08-25 20:45:36 -04:00
miclebrick
74de6853f4 Cache block data strings 2018-12-06 19:52:50 -05:00
JRoy
88335d97a8 Fix hex colors not working in some kick messages 2020-08-27 16:57:25 -04:00
William Blake Galbreath
b77fd7dd24 Fix SpawnChangeEvent not firing for all use-cases 2020-08-22 23:36:21 +02:00
DigitalRegent
0ef48f1dd1 Brand support 2020-04-11 13:10:58 +02:00
Spottedleaf
7b340b4aa2 Fix AdvancementDataPlayer leak due from quitting early in login
Move the criterion storage to the AdvancementDataPlayer object
itself, so the criterion object stores no references - and thus
needs no cleanup.
2020-07-13 06:22:54 -07:00
William Blake Galbreath
760f623ace Fix SPIGOT-5885 Unable to disable advancements 2020-07-10 12:38:12 -05:00
William Blake Galbreath
1110af5fe2 Fix SPIGOT-5824 Bukkit world-container is not used 2020-07-10 13:12:33 -05:00
Spottedleaf
74550736aa Do not accept invalid client settings 2022-05-07 14:58:53 -07:00
Aikar
2e3c775b68 Fix Per World Difficulty / Remembering Difficulty
Fixes per world difficulty with /difficulty command and also
makes it so that the server keeps the last difficulty used instead
of restoring the server.properties every single load.
2020-06-28 03:59:10 -04:00
Mariell Hoversholm
2a6962e59e Add permission for command blocks 2020-05-16 10:05:30 +02:00
Spottedleaf
1b13d5c85e Hide sync chunk writes behind flag
Syncing writes on each write call has terrible performance
on harddrives.

-DPaper.enable-sync-chunk-writes=true to enable
2020-06-26 22:35:08 -07:00
JRoy
6a6851c040 Add PlayerRecipeBookClickEvent 2020-06-05 18:24:06 -04:00
Spottedleaf
4c32788db0 Prevent position desync causing tp exploit
Caused the server to revert to the player's overworld coordinates
after teleporting into the end.

Sidenote: The underlying issue is that the move call can teleport
entities and do other things like kill the entity. In the future,
to fix all exploits derieved from this usually unexpected
behaviour, we need to move all of this dangerous logic outside
of the move call and into an appropriate place in the tick method.
2020-06-12 16:51:39 -07:00
Aikar
74343ef1be Wait for Async Tasks during shutdown
Server.reload() had this logic to give time for tasks to shutdown,
however shutdown did not...

Adds a 5 second grace period for any async tasks to finish and warns
if any are still running after that delay just as reload does.
2020-05-10 22:16:17 -04:00
Shane Freeder
f5cfd89975 Prevent teleporting dead entities 2020-03-03 05:26:40 +00:00
Shane Freeder
35b7f788a9 misc debugging dumps 2021-02-18 20:23:28 +00:00
2277
dd3e099c9c Move player to spawn point if spawn in unloaded world
If the playerdata contains an invalid world (missing, unloaded, invalid,
etc.), spawn the player at the spawn point of the main world.

Co-authored-by: Wyatt Childers <wchilders@nearce.com>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2020-03-31 10:33:55 +01:00
Aikar
d7f24e6729 Fire PlayerJoinEvent when Player is actually ready
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.

This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!

Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.

This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.

There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.

For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!

This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.

== AT ==
public net.minecraft.server.level.ChunkMap addEntity(Lnet/minecraft/world/entity/Entity;)V
2020-04-19 00:05:46 -04:00
Aikar
b7898433d0 Don't crash if player is attempted to be removed from untracked chunk.
I suspect it deals with teleporting as it uses players current x/y/z
2020-04-18 15:59:41 -04:00
MiniDigger | Martin
57802a490d Implement Player Client Options API
== AT ==
public net.minecraft.world.entity.player.Player DATA_PLAYER_MODE_CUSTOMISATION
public net.minecraft.server.level.ServerPlayer particleStatus
2020-01-20 21:38:15 +01:00
Shane Freeder
6b7013458d Prevent opening inventories when frozen 2020-04-13 07:31:44 +01:00
Aikar
7659c20386 Don't move existing players to world spawn
This can cause a nasty server lag the spawn chunks are not kept loaded
or they aren't finished loading yet, or if the world spawn radius is
larger than the keep loaded range.

By skipping this, we avoid potential for a large spike on server start.

== AT ==
public net.minecraft.server.level.ServerPlayer fudgeSpawnLocation(Lnet/minecraft/server/level/ServerLevel;)V
2020-04-09 21:20:33 -04:00
Aikar
e7044bdebb Don't tick dead players
Causes sync chunk loads and who knows what all else.
This is safe because Spectators are skipped in unloaded chunks too in vanilla.
2020-04-02 17:16:48 -04:00
Aikar
ac79088eb6 Prevent Double PlayerChunkMap adds crashing server
Suspected case would be around the technique used in .stopRiding
Stack will identify any causer of this and warn instead of crashing.
2020-04-02 01:42:39 -04:00
Aikar
a44dc35353 Remote Connections shouldn't hold up shutdown
Bugs in the connection logic appears to leave stale connections even, preventing shutdown
2020-03-31 03:50:42 -04:00
Phoenix616
1273cf0f21 Pillager patrol spawn settings and per player options
This adds config options for defining the spawn chance, spawn delay and
spawn start day as well as toggles for handling the spawn delay and
start day per player. (Based on the time played statistic)
When not per player it will use the Vanilla mechanic of one delay per
world and the world age for the start day.
2020-02-01 16:50:39 +01:00
William Blake Galbreath
db792f5e1d Add tick times API and /mspt command 2020-04-05 22:23:14 -05:00
William Blake Galbreath
fa7c667a3e Make the GUI graph fancier 2020-02-02 04:00:40 -06:00
Spottedleaf
f179cfaff2 Add debug for sync chunk loads
This patch adds a tool to find calls to getChunkAt which would load
chunks, however it must be enabled by setting the startup flag
-Dpaper.debug-sync-loads=true

- To get a debug log for sync loads, the command is
  /paper syncloadinfo
- To clear clear the currently stored sync load info, use
  /paper syncloadinfo clear
2019-07-19 03:29:14 -07:00
kickash32
c7b38e2bc7 Tracking Range Improvements
Sets tracking range of watermobs to animals instead of misc and simplifies code

Also ignores Enderdragon, defaulting it to Mojang's setting
2019-12-21 15:22:09 -05:00
Spottedleaf
b948d38658 Optimise EntityGetter#getPlayerByUUID
Use the PlayerList map instead of iterating over all players
2020-01-11 21:50:56 -08:00
Shane Freeder
0664232c53 PlayerDeathEvent#shouldDropExperience 2019-12-24 00:35:42 +00:00
Shane Freeder
26c77784e5 Fix CB call to changed postToMainThread method 2019-05-10 18:38:19 +01:00
Aikar
18f38c3167 PlayerDeathEvent#getItemsToKeep
Exposes a mutable array on items a player should keep on death

Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4

== AT ==
public net.minecraft.world.entity.player.Inventory compartments
2019-03-27 23:01:33 -04:00
Aikar
8e13bc622b Server Tick Events
Fires event at start and end of a server tick
2019-03-27 22:48:45 -04:00
MisterVector
4ee0744e6d Add PlayerPostRespawnEvent 2018-10-26 21:31:00 -07:00
Mark Vainomaa
2433988460 Fire event on GS4 query 2019-03-17 21:46:56 +02:00
Aikar
0b77748b35 Fixes and additions to the spawn reason API
Expose an entities spawn reason on the entity.
Pre existing entities will return NATURAL if it was a non
persistenting Living Entity, SPAWNER for spawners,
or DEFAULT since data was not stored.

Additionally, add missing spawn reasons.

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: Doc <nachito94@msn.com>
2019-03-24 00:24:52 -04:00
Mark Vainomaa
19bd3b2655 Call WhitelistToggleEvent when whitelist is toggled 2019-03-13 20:08:09 +02:00
Aikar
04c783377e Limit Client Sign length more
modified clients can send more data from the client
to the server and it would get stored on the sign as sent.

Mojang has a limit of 384 which is much higher than reasonable.

the client can barely render around 16 characters as-is, but formatting
codes can get it to be more than 16 actual length.

Set a limit of 80 which should give an average of 16 characters 2
sets of legacy formatting codes which should be plenty for all uses.

This does not strip any existing data from the NBT as plugins
may use this for storing data out of the rendered area.

it only impacts data sent from the client.

Set -DPaper.maxSignLength=XX to change limit or -1 to disable
2019-02-27 22:18:40 -05:00
Aikar
05f977e3d1 Brigadier Mojang API
Adds AsyncPlayerSendCommandsEvent
  - Allows modifying on a per command basis what command data they see.

Adds CommandRegisteredEvent
  - Allows manipulating the CommandNode to add more children/metadata for the client
2020-04-19 18:15:29 -04:00
Callahan
41218728d9 Async command map building
This adds a custom pool inorder to make sure that they are closed
without much though, as it doesn't matter if the client is not sent
commands if the server is restarting. Using the default async pool caused issues to arise
due to the shutdown logic generally being much later.
2020-04-08 02:42:14 -05:00
connorhartley
2c43d196e4 Workaround for vehicle tracking issue on disconnect 2019-01-07 14:43:48 -06:00