This fixes item position desync (MC-4) by running the item coordinates
through the encode/decode methods of the packet that causes the precision
loss, which forces the server to lose the same precision as the client
keeping them in sync.
Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.
Cancel any pending motion when teleported.
This notably fixes the newest "Donkey Dupe", but also fixes a lot
of dupe bugs in general around nether portals and entity world transfer
We also fix item duplication generically by anytime we clone an item
to drop it on the ground, destroy the source item.
This avoid an itemstack ever existing twice in the world state pre
clean up stage.
So even if something NEW comes up, it would be impossible to drop the
same item twice because the source was destroyed.
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>
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>
Entities must be dismounted before teleportation in order to avoid
multiple issues in the server with regards to teleportation, shamefully,
too many plugins rely on the events firing, which means that not firing
these events caues more issues than it solves;
In order to counteract this, Entity dismount/exit vehicle events have
been modified to supress cancellation (and has a method to allow plugins
to check if this has been set), noting that cancellation will be silently
surpressed given that plugins are not expecting this event to not be cancellable.
This is a far from ideal scenario, however: given the current state of this
event and other alternatives causing issues elsewhere, I believe that
this is going to be the best soultion all around.
Improvements/suggestions welcome!
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens
This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.
You can set this to 0 to disable collisions.
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.
So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
== AT ==
public net.minecraft.server.level.ServerChunkCache mainThread
public net.minecraft.server.level.ServerLevel chunkSource
public org.bukkit.craftbukkit.inventory.CraftItemStack handle
public net.minecraft.server.level.ChunkMap getVisibleChunkIfPresent(J)Lnet/minecraft/server/level/ChunkHolder;
public net.minecraft.server.level.ServerChunkCache mainThreadProcessor
public net.minecraft.server.level.ServerChunkCache$MainThreadExecutor
public net.minecraft.world.level.chunk.LevelChunkSection states
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>