md_5
338d2617e7
Compensate for CB always having its own renderer
2013-03-23 19:41:36 +11:00
md_5
271ebc28ba
Also allow outright disabling them - we need to clean up all map patches at some point.
2013-03-23 19:32:46 +11:00
md_5
625b08c947
Remove extra import.
2013-03-23 19:09:47 +11:00
md_5
7ded14ad0a
Limit Custom Map Rendering
...
The default CraftBukkit render sequence for maps is ridiculously slow. By only using it when a custom renderer has been added (rarely in most cases), we can fallback to the Vanilla renderer for general usage. This leads to a much higher effiency overall, especially if no plugins are rendering such maps.
2013-03-23 19:08:49 +11:00
md_5
ab31621dc0
Additions to the async operation catching patch.
2013-03-23 18:27:02 +11:00
md_5
cca2920506
Move async checks to their own patch so we can add more of them.
2013-03-23 18:05:22 +11:00
md_5
a028c277bf
Bump thread safety patch up.
2013-03-23 17:56:28 +11:00
md_5
e4e3f4e172
CraftBukkit has added this patch, so we can remove it.
2013-03-23 15:41:55 +11:00
md_5
a10802976f
Tweak boat sending even more - might backfire
2013-03-23 13:38:21 +11:00
md_5
d3ae3c4575
Entity Tracking Intervals
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Send boats at the same speed as their player to remove the illusion of lag / jerkiness.
2013-03-23 13:31:33 +11:00
md_5
62361b1359
Texture pack resolutions - Fix issues when specifiying a server texture pack URL with resolution != 16.
2013-03-23 13:05:01 +11:00
md_5
03d244eef1
Don't aggregate sapling ticks - causes issues.
2013-03-23 12:44:28 +11:00
md_5
b28b270dcd
BungeeCord support - Allows BungeeCord to set the players real IP address very early in the login process, so that the BungeeCord proxy IP is never even seen by a plugin.
2013-03-23 11:15:28 +11:00
md_5
f05fd55bcc
Add setSocketAddress to InetworkManager
2013-03-23 11:06:00 +11:00
md_5
c57fa19eea
Remove broken saddle pig event
2013-03-23 11:01:00 +11:00
md_5
d9f3cf3f2c
Allow orebfuscated blocks to be specified by the server admin.
2013-03-23 10:58:55 +11:00
James Clarke
2420de3be3
Re add ANSI console fixes now that colour stripped logs work correctly
2013-03-23 10:32:52 +11:00
TheCryoknight
4d4d0ef929
Pull CB PR #1073 by @TheCryoknight - Adds BUKKIT-3821 - Fires vehicle events for saddled pigs
2013-03-23 10:23:23 +11:00
me4502
2db4c72233
Fix BUKKIT-3831, don't call vehicle enter events for unloaded chunks
2013-03-23 10:16:32 +11:00
Aikar
365305a580
Entity Tracking Ranges
2013-03-23 10:12:04 +11:00
md_5
ec3ddef746
Migrate the crop fixes by @Aikar to the core patch.
2013-03-23 10:08:09 +11:00
md_5
3f493d0785
Add per world view distance which got lost along the way.
2013-03-23 09:55:21 +11:00
md_5
6b53aa10e3
[Cleanup] Update merge patches.
2013-03-23 09:48:22 +11:00
md_5
dca885cdb8
[Cleanup] Split the long hash changes into their own patch.
2013-03-23 09:31:28 +11:00
md_5
ef3a64eea4
Stage DataWatcher & WatchableObject.
...
So that we may identify the exact cause of exceptions originating from these classes.
2013-03-21 17:01:03 +11:00
Benjamin James Harrison-Sims
49fd03bf60
Update to 1.5.1
2013-03-20 22:13:12 +00:00
md_5
5eed8ed8f0
Update le patches so that they may henceforth apply cleanly without errors due to the last upstream commit.
2013-03-19 16:51:45 +11:00
md_5
218385995f
We should return "" not null for 'corrupt' signs.
2013-03-18 20:33:22 +11:00
md_5
f0360d468e
Prevent NPE in CraftSign
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This commit prevents the constructor of CraftSign throwing an NPE when it cannot get the sign tile entity. Instead it will fallback to a 4 empty lined sign, and not try to do anything to those lines on .update().
@TheDgtl
2013-03-18 20:03:09 +11:00
md_5
92e0c1e9af
Faster UUID for entities
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It is overkill to create a new SecureRandom on each entity create and then use it to make a new Entity ID for every entity instance created. Instead we will just use a pseudo random UUID based off the random instance we already have.
2013-03-17 19:02:58 +11:00
md_5
a97c5a42d6
Deploy server again. wot eva
2013-03-17 12:27:37 +11:00
md_5
33c2a517ec
Update Netty to 4.0.0-Beta3 + reapply patches for new index info.
2013-03-17 09:14:16 +11:00
md_5
184d1801e6
Fix isDamaged check for backwards compat
2013-03-16 11:57:39 +11:00
md_5
75f3e084ad
Update Spigot to version 1.5. By using this build you agree to the following terms: (read next line)
...
1) You will not hold SpigotMC responsible for any losses or damages incurred to you by using this build
2) You will report ALL bugs to SpigotMC and not other parties
Thanks for all the support and all parties who made this update possible; especially the awesome Spigot community. Sorry for the delay, but we had to fix some crucial bugs.
Regressions in this commit:
@mikeprimm's smarter chunk ticking patch has been removed as it prevents proper redstone and other block ticking logic.
2013-03-16 10:24:13 +11:00
md_5
4c8d497932
Cleanup patch
2013-03-16 10:11:01 +11:00
md_5
b8cb45d88d
Finish up the patches for 1.5. Now to test.
2013-03-16 09:09:32 +11:00
md_5
6e1c16aed8
Phase 1 of MC 1.5 update. No this is not meant to compile, don't get your hopes up :p
2013-03-16 08:35:56 +11:00
md_5
c297cddeb3
Remove ANSI patch from @jrtc27 for now, breaks log strip colours.
2013-03-15 20:49:12 +11:00
md_5
71978f3a0e
Strip colours from logs when enabled.
2013-03-15 20:46:16 +11:00
md_5
ac5e97d4e5
Fix stripping colours in console logs.
2013-03-14 19:15:38 +11:00
md_5
e2cf0f7076
Rename ambiguous methods.
2013-03-14 16:32:15 +11:00
md_5
cd442c75db
Reapply Container.java CraftBukkit patches, but with 1.5 logic. This fixes crafting and other issues.
2013-03-14 16:25:03 +11:00
Runemoro
a3978b527d
Restart even if restart script is not found
2013-03-13 18:29:08 +11:00
md_5
a5cd0b0255
Undo all that encryption faff - NioBuffers arent for the job.
2013-03-12 17:26:16 +11:00
md_5
8ef8327c62
Another shot at encryption - thanks to all those testers, getting this right is important for BungeeCord!
2013-03-12 07:29:37 +11:00
md_5
bb34dba455
Take #12312 at faster encryption - a brave soul who doesnt mind a minute or 2 of downtime should try
2013-03-11 20:30:38 +11:00
md_5
825ae6c6ba
Fix patch name.
2013-03-11 20:08:41 +11:00
md_5
72123ab9a3
Update snapshot version.
2013-03-11 19:14:10 +11:00
md_5
c8b552e908
Revert "Use blazingly fast encryption."
...
This reverts commit 3d85d6b42f
.
2013-03-11 18:45:25 +11:00
md_5
3d85d6b42f
Use blazingly fast encryption.
2013-03-11 09:53:34 +11:00
md_5
9c18df62b7
Thread safety.
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Adds thread safety for chunk load / unload methods.
2013-03-07 20:12:53 +11:00
md_5
3c54fa95be
Rename generated repo, and only deploy API, not server.
2013-03-07 17:49:54 +11:00
md-5
6a61d27c10
Quick fix damage event
2013-03-05 07:22:03 +11:00
md_5
2faef00909
Implement PlayerItemDamageEvent. @Sleaker @Kainzo - if you could kindly tell me why you add code to prevent Heroes from running on a **now supported** platform, I would love to know, maybe we can resolve this once and for all. Unless of course it is simply part of your plan to make people use your rise against CraftBukkit fork with only 1 tiny feature which can and will be replicated in a plugin if need be.
2013-03-04 18:49:59 +11:00
md_5
c1b617ddc8
Fix errors in command block commands crashing the server.
2013-03-03 20:23:04 +11:00
md_5
0edbf1f0d8
CB has now merged the commits we pulled, so they can be removed.
2013-03-03 09:38:38 +11:00
md_5
36cebc5b7c
Fix snapshot support.
2013-03-02 17:27:44 +11:00
md_5
ef9bf59cb6
Add configurable 13w09c protocol support.
2013-03-02 13:34:52 +11:00
md_5
6164c0bd18
Rename connection timing to accurately reflect what is actually being timed.
2013-03-02 10:40:13 +11:00
md_5
3345b8b177
Pull CraftBukkit #1007 from @jrtc27 - console formatting now replicates Minecraft properly.
2013-03-02 10:07:29 +11:00
md_5
0920b554f4
Pull CraftBukkit #1043 by @YLivay - addresses incorrect info returned to plugins in the dispense event.
2013-03-02 09:47:17 +11:00
md_5
0c77bff298
Pull CraftBukkit #1042 by @YLivay - addresses players glitching when the sleep whilst being marked as faux sleepers.
2013-03-02 09:43:59 +11:00
md_5
08fef878fa
Pull CraftBukkit #1041 by @YLivay - address missing event for paintings breaking due to movement.
2013-03-02 09:38:27 +11:00
md_5
c454326dbf
Pull CraftBukkit PR #1037 by @EdGruberman - fixes issues with plugins and items dropped by clicking outside an inventory.
2013-03-02 09:25:48 +11:00
md_5
287b636b66
Pull CraftBukkit #1028 by @EdGruberman to address a few issues with plugins and beds.
2013-03-02 09:17:52 +11:00
md_5
1c84a5dd8c
When I add code to prevent server crashes, I expect it to stay there.
2013-03-02 09:09:10 +11:00
md_5
e2ca1b4c97
Pull CraftBukkit #1024 by @evilmidget38 - Correct the CB object used for Brewing Stands. Fixes BUKKIT-3357
2013-03-02 09:05:30 +11:00
Aikar
4a97306f92
Sanity check for naughty plugins
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Naughty plugins like DisguiseCraft hook into NMS and create entities with a null world.
So ensuring world is set or else defaulting to false
2013-02-27 10:10:07 -05:00
Aikar
577140d9ab
Optimize checkIfActive to only check if chunks are loaded if entity is active
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This will cut down on the call to areChunksLoaded drastically, which is pretty slow
2013-02-27 19:10:22 +11:00
md-5
adc47e13e1
*crosses fingers for sneaky web edit
2013-02-27 17:14:37 +11:00
md_5
d191b1171b
Bump netty version. Why they so no pull my PR yet?
2013-02-27 16:51:57 +11:00
md_5
e8de702f14
Netty has to be done with -D options to the JVM. Sorry!
2013-02-27 16:48:20 +11:00
Aikar
b5230a3857
Do not include task id in timings handler name
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Plugins that spam use repeating task timers are filling up the CustomTimingHandler list, which can degrade performance over time
Considering Essentials does this, and many servers use Essentials... def need to stop this.
2013-02-27 16:43:21 +11:00
md_5
44927fdaa6
Increase default watchdog time
2013-02-27 12:04:04 +11:00
Aikar
e9950b70d3
Overhaul to Timings and Entity Activation Range
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This greatly extends the timings improvements I've done in recent commits, and brings timings to fully cover the entire tick.
The timings system also now tracks when specific timings causes the server to lose TPS.
The timings are also able to be turned on "on demand", meaning you do not need to restart the server to enable them.
This commit also overhauls the Entity Activation Range feature, fixing bugs, adding more immunities, and improving the performance of it.
It also fixes a regression with a recent Spigot commit that broke the entire Entity Activation Range feature.
This commit had to move the Tick Loop patch before timings because there was a change done there to time the entire tick, so lots of renames.
These 2 commits had to be bundled together to simplify applying them and reduce redundant conflict resolution.
2013-02-27 07:29:33 +11:00
SuPaH sPii
952580285d
Fix ores from bouncing off walls
2013-02-26 11:43:00 +11:00
md_5
b5b668aae7
Allow small view distances.
2013-02-26 11:31:37 +11:00
md_5
035204aad2
Add missing config options.
2013-02-26 11:19:08 +11:00
md_5
d852f744a0
Add PR #7 - improve ping sending.
2013-02-24 20:47:26 +11:00
md_5
7bba9c7354
Pull CraftBukkit PR 1021 - Prevent exploitation of custom plugin channels
2013-02-24 17:28:42 +11:00
md_5
a179158f34
Fix metrics, I hope.
2013-02-24 13:57:54 +11:00
Aikar
8237774639
Try new way of handling maps in frames
2013-02-24 13:37:20 +11:00
md_5
1bd64e3e7a
Use native Java ciphers in favour of BouncyCastle. Cookie to whoever can try and use the native byte buffer backing the Netty buffers for encryption / decryption.
2013-02-24 12:38:41 +11:00
md_5
d95c162605
Fix NPE on start
2013-02-24 12:19:34 +11:00
md_5
7baf714b5d
Tweaks + extra config concerning the network subsystem
2013-02-24 12:01:33 +11:00
md_5
0c82f07a42
Pop Netty patch to the top.
2013-02-24 11:31:54 +11:00
Keir Nellyer
9d8bd67e07
Make restart more reliable
2013-02-24 11:30:30 +11:00
md_5
f7687b0c20
[[Experimental]] Rewrite Watchdog thread / crash detector.
2013-02-24 11:25:38 +11:00
md_5
421ce6cf7d
Prepare for restart / crash detection rewrite.
2013-02-24 11:25:01 +11:00
md_5
6e73bed17b
Start metrics only once
2013-02-23 09:59:26 +11:00
md_5
aa42a15d01
Rerwrite the metrics code to be closer to the Bukkit version.
2013-02-23 08:58:55 +11:00
md_5
125729df15
Remove TagAPI patches.
2013-02-22 19:30:23 +11:00
md_5
d08be2dbc9
Add highPriorityQueue
2013-02-22 19:29:36 +11:00
md_5
bca23f750e
Allow provisionally disabling chunk GC
2013-02-22 19:11:59 +11:00
shakytom
274a38539d
Improved tile entity lookup for chunk sending
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We already have direct access to the chunks tile entities, there is no reason to look them up again.
2013-02-21 00:40:48 -06:00
Mike Primm
afba75b6cb
Optimize getTileEntities
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Avoid traversing tile entities for every loaded chunk
2013-02-21 00:40:28 -06:00
md_5
f64b42a456
TagAPI won't load anyway - no need to manually disable it.
2013-02-20 20:20:27 +11:00
md_5
069706b11b
Implement the rest of TagAPI
2013-02-20 19:08:43 +11:00
SuPaH sPii
52dc8edc39
Fix falling sand entities with orebfuscator.
2013-02-20 12:04:22 +11:00
md_5
55f1b26ae2
This is what I call the balancing game - use 2 NIO threads
2013-02-20 07:34:18 +11:00
Aikar
d1070f3cdb
Remove extra chunkGC call left over after CraftBukkit merge
2013-02-20 07:29:18 +11:00
Aikar
8fa6448620
Fix logic error with living entity collision reduction.
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The previous version missed the entire point of the change and made it only skip collision on NON living entities... which is not often at all.
It was meant to only Skip Living->Living, or else we won't get any gain...
2013-02-20 07:28:58 +11:00
md_5
3f62bda4a9
Name that thread too
2013-02-19 20:30:26 +11:00
md_5
1dd5a318d7
Dont disable tagAPI for now
2013-02-19 20:28:30 +11:00
md_5
ad40d85a05
Few fixes, tweaks for Netty
2013-02-19 19:38:18 +11:00
md_5
a89be1da7d
Implement TagAPI into Spigot - much more efficient and only a dozen lines of code.
2013-02-19 18:30:34 +11:00
md_5
fe20a581bc
Change field name for backwards support
2013-02-19 18:01:42 +11:00
md_5
1b070c62c6
Oops
2013-02-18 18:30:25 +11:00
md_5
d948300c35
Bit nicer for TagAPI
2013-02-18 17:46:31 +11:00
md_5
6546568a17
Move protocol lib threads around - and reduce netty threads a lot.
2013-02-17 20:47:27 +11:00
md_5
fb324452c2
Update to actually compile with netty beta
2013-02-17 20:15:48 +11:00
md_5
b92c8190a2
Use correct depend
2013-02-17 20:10:50 +11:00
md_5
7ae39f39cb
Use release Netty to avoid performance regressions.
2013-02-17 20:06:57 +11:00
md_5
4f6246addd
Handle vanished players in tab list
2013-02-17 17:31:52 +11:00
md_5
57e025bb17
Use more threads for netty to help with lag.
2013-02-17 16:35:11 +11:00
md_5
e942bf6641
Use tab list name to prevent duplicates.
2013-02-16 19:46:56 +11:00
md_5
c83471b860
Keep a definsive copy of players for entity activation
2013-02-16 19:46:08 +11:00
md_5
60b7ce9918
Use vanilla method - just with toggle
2013-02-16 19:05:26 +11:00
md_5
ecf56eb38f
Allow to occasionally send tab list updates
2013-02-16 17:56:39 +11:00
md_5
d9639eb91d
Use a compression level of 4 for chunk packets
2013-02-16 13:33:46 +11:00
md_5
1999f357bc
And chests...
2013-02-16 10:24:25 +11:00
md_5
c79ce8ec88
Don't use ender chests or stone as hiding materials
2013-02-16 10:19:31 +11:00
SuPaH sPii
41c3037566
Add engine mode 2
2013-02-16 10:13:00 +11:00
md_5
5bfd44a991
Make map send speed configurable.
2013-02-15 18:34:42 +11:00
md_5
5e025e3b9f
Please don't spam console every ping.
2013-02-15 18:25:53 +11:00
md_5
44e5fd627f
Remove extra disconnect info - confuses people into thinking something is wrong
2013-02-14 17:33:09 +11:00
md_5
3bbde30ab0
Remove locking in favour of a volatile state variable.
2013-02-13 18:07:26 +11:00
md_5
58689d2251
Break packet reading into states to reduce object churn.
2013-02-13 18:06:03 +11:00
md_5
38fce03c91
Reorder check for isEmpty, on a ConcurrentLinkedQueue its
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more expensive than would appear.
2013-02-12 16:29:15 +11:00
md_5
e68c3ad981
Switch back to unbounded queue.
2013-02-12 16:23:43 +11:00
Agaricus
e49c07587e
Fix orebfuscator enabled log message
2013-02-11 19:32:57 +11:00
md_5
9258faff3f
Apply entity activation range, the most over hyped commit ever.
2013-02-11 19:32:14 +11:00
md_5
b7ffd83675
Add proper thread safety. Please let me know if this deadlocks your server.
2013-02-10 18:35:09 +11:00
md_5
36f3a7a7f2
If you are a server list owner, and you have not fixed your shit, I kindly request that you do so NOW. I will not waste another 5 hours of my life covering up for you. 4 months is more than long enough for 3 lines of code change.
2013-02-10 16:50:54 +11:00
md_5
cb11c55f81
Add volatile to be sure the JVM wont cache the value
2013-02-10 15:12:35 +11:00
md_5
4b4eea9e4b
Fix occasionally showing as 1.3
2013-02-10 15:04:27 +11:00
md_5
27bed04351
Revert "Reduce legacy ping threshold to 1000ms"
...
This reverts commit d2bb5e9ad6
.
2013-02-10 14:52:14 +11:00
md_5
d2bb5e9ad6
Reduce legacy ping threshold to 1000ms
2013-02-10 14:35:13 +11:00
md_5
7a9eda4b61
Fix legacy pinging with some uber ninja coding.
2013-02-10 14:26:59 +11:00
md_5
4542cc4a23
Fix support for windows xp / server 2003
2013-02-10 12:35:52 +11:00
md_5
b3e5c97f6b
It came to me in a dream - literally. This should fix all known issues.
2013-02-10 11:54:49 +11:00
md_5
60cb2f461b
Tweak to thread pool and safety.
2013-02-10 10:30:58 +11:00
md_5
86bb33ece7
Clearing the queue when they are disconnected might actually fix some issues.
2013-02-10 09:33:31 +11:00
md_5
ff911e1872
Add extra info regarding why a user is disconnected. Should help us troubleshoot these errors - please post the full DC line if reporting a bug.
2013-02-10 08:55:18 +11:00
md_5
0dd4f55fd9
*break when dc'd
2013-02-09 23:00:03 +11:00
md_5
3e21bba4ee
Remove debug code now that we know it can be called.
2013-02-09 22:54:14 +11:00
md_5
0dd0ebb15f
Run disconnect code on the main thread.
2013-02-09 21:55:33 +11:00
md_5
9bca4e4b70
Add debug to see if statement is ever true
2013-02-09 21:28:34 +11:00
md_5
5e80c9de0b
Give a pot shot at bringing network logic a bit closer to CB/Vanilla
2013-02-09 21:05:34 +11:00
md_5
3302eedef5
Small cleanup to netty code, no functional changes.
2013-02-09 20:58:03 +11:00
md_5
a2ffb31ddb
Don't scare users with debug mode.
2013-02-09 20:42:08 +11:00
md_5
41579ff315
Add debug logging + more cleanup
2013-02-09 20:27:25 +11:00
md_5
f4572d5786
Nullcheck channel just in case, only null channel on disconnect.
2013-02-09 20:16:23 +11:00
md_5
56d3bd5f39
Use a synced arraylist
2013-02-09 20:10:34 +11:00
md_5
d212863aa7
Implement an uber efficient network engine based on the Java NIO framework Netty. This is basically a complete rewrite of the Minecraft network engine with many distinct advantages. First and foremost, there will no longer be the horrid, and redundant case of 2, or even at times, 3 threads per a connection. Instead low level select/epoll based NIO is used. The number of threads used for network reading and writing will scale automatically to the number of cores for use on your server. In most cases this will be around 8 threads for a 4 core server, much better than the up to 1000 threads that could be in use at one time with the old engine. To facilitate asynchronous packet sending or receiving (currently only chat), a cached thread pool is kept handy. Currently this pool is unbounded, however at this stage we do not need to worry about servers being resource starved due to excessive spam or chat.
...
== Plugin incompatibilities
As a side effect of this change, plugins which rely on very specific implementation level details within Minecraft are broken. At this point in time, TagAPI and ProtocolLib are affected. If you are a user of ProtocolLib you are advised to update to the latest build, where full support is enabled. If you are a user of TagAPI, support has not yet been added, so you will need to install the updated ProtocolLib so that TagAPI may use its functions.
== Stability
The code within this commit has been very lightly tested in production (300 players for approximately 24 hours), however it is not guaranteed to be free from all bugs. If you experence weird connection behaviour, reporting the bug and steps to reproduce are advised. You are also free to downgrade to the latest recommend build, which is guaranteed to be stable.
== Summary
This commit provides a reduction in threads, which gives the CPU / operating system more time to allocate to the main server threads, as well as various other side benefits such as chat thread pooling and a slight reduction in latency.
This commit is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.
2013-02-09 17:16:27 +11:00
md_5
ed84749d6e
Split TPS patch out correctly.
2013-02-08 17:09:51 +11:00
md_5
a1e8ebf5b9
Please people, report to Spigot, not me
2013-02-07 20:23:31 +11:00
md_5
9a4bc05358
Send maps even less often, still causing lag. Appreciate if anyone can PR a config option for this, bit busy atm.
2013-02-06 21:08:58 +11:00
md_5
72acec7f20
Move tick loop changes to own patch with a few optimizations.
2013-02-03 12:28:39 +11:00
md_5
7b4bba6b3b
Actually use the parent pom.
2013-02-03 09:54:16 +11:00
md_5
5853e18f40
Just use the parent pom.
2013-02-03 09:48:23 +11:00
md_5
277b59e4b9
Update POM changes to individual patches.
2013-02-03 09:38:54 +11:00
md_5
841693a0c0
Detect, remove and warn about null tile entities. This prevents odd server crashes, caused by unknown reasons.
2013-02-03 09:21:35 +11:00
md_5
7d858839a7
Send maps, just a lot less often.
2013-02-02 19:41:11 +11:00
md_5
87ac58c259
Another attempt at 'fixing' the mob spawn issues present in CraftBukkit.
2013-02-02 09:02:14 +11:00
md_5
cd35b5e5b0
Update to CraftBukkit 1.4.7-R1
2013-01-31 16:56:47 +11:00
md_5
a65fedb3f8
Mob spawning issues - 'fix'. See below for ideal reasoning from MikePrimm, however until ideal reasoning we must live with the CraftBukkit / Vanilla behaviour since this causes far too many issues.
...
IIRC, the main item I was driving towards was a consequence of persistent passive mobs - specifically, the fact that allowing a population limit of N (independent of view distance, which is what vanilla does) when your view distance limits actual loaded chunks to a much smaller area than default (say a view of 4, which would be 9 x 9 chunks loaded per player - and spawnable - versus default, which is 8 radius spawn, or 17 x 17 chunks) tends to result in more mobs per chunk. For persistent mobs, this is bad - since they count for server load and for population just by being loaded, versus being despawned beyond 128 blocks (8 chunk radius - unconditional of view distance, as well) - so they can cause the population limit to be reached more easily, cutting off spawning nearer to players. The goal was to make it so that the mobs-per-loaded-chunk was about the same for all view distances, versus having low view distances cause higher mob concentrations.
Now, all of this assumes that loaded chunks beyond those around players are modest (since they could contain passive mobs that would count towards the limits) - which they should be, except that recent CBs leak chunks like mad, from what I can see (chunk-gc has become more required than optional), and I think there may be some issues with even hostile mobs "lurking" around - possibly even after their chunks are unloaded. Anything that causes more mobs to be in places players don't see them is going to drive population limit issues, and resulting low spawn behaviors. The trick for us, trying to make big servers as practical as possible, is to shift the math the other way - given low view distances, how to best make sure that folks get reasonable spawn behavior while minimizing the time/resources spent on the server on mobs that don't help that. Realistically, I think we need to analyse the mob demographics better - especially as it relates to lower view distances (our changes have no net impact on view distances above 7) - particularly to understand how the proportion of "useful" mobs is working out (ones close enough to players to be considered contributing to game play). One thought is to manage the population limit based on mobs that are 'tickable' - if they aren't close enough to be ticking, they aren't interesting. This is likely a big issue for view distance 5 folks, since mobs cannot spawn closer than 24 (approx 1 chunk radius, given that middle chunk is 0), and don't tick when any of the chunks within a 2 chunk radius aren't loaded) - so, effectively, they "live" within a zone of 7 x 7 with the middle 3 x 3 removed (so, about 40 chunks) out of a total load zone of 11 x 11 (121) - so about 2/3 of the area containing mobs has idle mobs. Normal view distance would result in mobs ticking as far out as they can spawn (radius 8 versus a load radius of 11), so 100% of the mobs that spawn are ticking when they spawn, and all hostile mobs that are loaded are ticking (since they always despawn beyond 128 blocks / 8 chunks from a player). One interesting thought would be to limit the chunks we spawn mobs in to those where they would be ticking initially (that is, view-distance minus 2 or 3).
2013-01-29 16:57:06 +11:00
md_5
2124e746b7
10 years later...
2013-01-28 09:46:19 +11:00
md_5
3faf5e20e5
Fix tripwires + minecarts
2013-01-26 08:33:09 +11:00
md_5
5742900e16
Fix exp merging, oops
2013-01-25 18:25:18 +11:00
md_5
01b495fd02
Update patch fluff + only record sync times.
2013-01-25 14:00:20 +11:00
md_5
5dba601889
Add anti xray timings.
2013-01-25 13:27:22 +11:00
md_5
4f044403de
Handle patches merged to craftbukkit
2013-01-24 21:09:10 +11:00
md_5
21a8ef9729
Fix AIOOBE
2013-01-24 19:28:22 +11:00
md_5
059fcbc8bd
Quick fix for oreobf crash, @lishid
2013-01-24 09:13:53 +11:00
md_5
6b463d9614
Fix lightning - use vanilla lightning code.
2013-01-22 15:58:34 +11:00
Aikar
38a24558c2
Disable the ability to disable chunk-gc
2013-01-22 15:07:30 +11:00
Aikar
7cdf470eab
Move Spigot config initialization code into its own class, and use it for /reload.
2013-01-22 14:38:30 +11:00
md_5
17af62c898
Reduce number of collision checks for living entities.
2013-01-22 10:04:57 +11:00
md_5
205b31cfa2
Add @EddGruberman's patch to fix nether portals when the nether is disabled.
2013-01-22 09:58:57 +11:00
md_5
43dc376b03
Check if chunk is loading before obfuscating.
2013-01-22 09:57:22 +11:00
md_5
7dcc1ceac4
Notify all adjacent blocks, thanks Aikar
2013-01-21 17:51:34 +11:00
md_5
c22ab4c897
Fix obfuscator being a little too effective.
2013-01-21 17:38:13 +11:00
md_5
3d4920ebd6
Add oreobfuscator by @lishid for Spigot. Please report bugs and use with caution until stability can be verified.
2013-01-21 17:00:31 +11:00
md_5
c9bd55724e
Better item merging
2013-01-21 14:32:12 +11:00
md_5
b31a31a6a8
Fix conflicts to update to latest Bukkit, yay fluff.
2013-01-20 14:52:20 +11:00
md_5
84f611144b
Add Aikar's timings patches.
2013-01-19 19:28:14 +11:00
md_5
f23a5fd90a
Update patch fluff.
2013-01-19 19:22:25 +11:00
md_5
22bb4da32a
Sync free, but still safe reference cache for chunk loading.
2013-01-19 19:22:07 +11:00
md_5
cfd861ca46
Skip entity move if we aren't moving anywhere (aikar)
2013-01-19 19:20:35 +11:00
md_5
c45ba0bcd8
Add experimental patch to unload chunks more efficiently from the client by not grabbing them and compressing, instead just sending some predefined bytes
2013-01-18 22:28:03 +11:00
md_5
48f3195237
Phew. I think that is 1.4.7 done
2013-01-18 09:27:26 +11:00
md_5
ec1ec77382
Rebuild all patches for 1.4.7
2013-01-18 08:58:06 +11:00
md_5
e7e408f3a8
Cant forget to fix mushroom growth
2013-01-17 16:25:44 +11:00
md_5
4f805f42ec
Fix blockstem growth
2013-01-17 10:14:47 +11:00
md_5
9abbfe5f39
Re add chunk snc lock and update patch files.
2013-01-16 11:32:20 +11:00
md_5
dcde41afb4
Fix wheat modifier potentially crashing
2013-01-16 11:09:27 +11:00
md_5
715955a2d0
Update versioning check to correctly resolve api ver.
2013-01-15 15:06:20 +11:00
md_5
6222297784
Initial commit - hello future of Spigot!
2013-01-15 12:23:17 +11:00