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.