Commit graph

1153 commits

Author SHA1 Message Date
Shane Freeder
1872a94c83 Update CB/S 2018-03-31 10:34:25 +01:00
Minecrell
99efa104db Call PaperServerListPingEvent for legacy pings (#1057)
* Make the 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

* Add legacy ping support to PaperServerListPingEvent

Add a new method to StatusClient check if the client is a legacy
client that does not support all of the features provided in the
event.
2018-03-30 19:00:01 +02:00
Minecrell
c37016f476 Avoid negative server ping player sample counts. Fixes #1067 (#1068) 2018-03-30 18:53:15 +02:00
Mark Vainomaa
bfa2eab01f Make player data saving configurable (#1063) 2018-03-27 17:45:54 +03:00
Aikar
31c3ae2bb4 Add Setters for ID/Name and add completeByCache for Profile API 2018-03-25 21:50:46 -04:00
Aikar
36f69d38bc Update upstream 2018-03-25 20:06:44 -04:00
Aikar
90d862413b Don't try to complete profile on creation from cache, only on complete()
For one, the wrong API was used that would trigger a network call.
2018-03-25 20:05:30 -04:00
Aikar
3c6db79e46 Use copies for PlayerProfile in PaperServerList and SkullMeta
Don't want to risk mutating players properties in server list (unlikely, but lets be proper)

and Skull also has a setter API, so that should be used too.
2018-03-22 23:32:55 -04:00
Minecrell
5336a6b6bb Add extended PaperServerListPingEvent (#980)
* Drop original implementation for old player sample API

* Add extended PaperServerListPingEvent

Add a new event that extends the original ServerListPingEvent
and allows full control of the response sent to the client.

* Implement deprecated player sample API
2018-03-23 04:19:59 +01:00
Aikar
855f21c54e More improvements to PlayerProfile code
.equals() was wrong
clean up createPlayerProfile code
don't set profile to null if the complete call fails
2018-03-22 21:56:18 -04:00
Aikar
1b8ea6f3bb Fix Profile Textures and expand PlayerProfile .complete() API
I mistakenly thought .complete() also checked for textures, which was not the case

So the logic was not working as desired.

Also some undesired logic paths lead to textures of the logging in player being dropped, forcing
us to always load the textures immediately again on login, leading to rate limits.

Everythings now good

the .complete() api now will default specify to also complete textures, but you may
pass false to it to skip loading textures.
2018-03-22 21:40:57 -04:00
Aikar
e92baf5367 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 01:41:44 -04:00
Aikar
3341a93c7f Check Profile Cache for PlayerProfile API
This ensures we look up the name for ID only Profiles

If the profile is in the UserCache, we can get those details quickly

This should avoid some unnecessary round trips.

Additionally, handle profiles for offline mode to use offline UUID's
2018-03-22 01:28:22 -04:00
Aikar
feaa8460b1 Fix Dragon Server Crashes
If the dragon tries to find "ground" and hits a hole, or off edge,
it will infinitely keep looking for non air and eventually crash.
2018-03-21 20:51:12 -04:00
Aikar
2f9a09cda5 Configurable Unrestricted Signs - Resolves #1054
Bukkit restricts command execution of signs to test if the sender
has permission to run the specified command. This breaks vanilla
maps that use signs to intentionally run as elevated permission.

Bukkit provides an unrestricted advancements setting, so this setting
compliments that one and allows for unrestricted signs.

We still filter sign update packets to strip out commands at edit phase,
however there is no sanity in ever expecting creative mode to not be
able to create signs with any command.

Creative servers should absolutely never enable this.
Non creative servers, enable at own risk!!!
2018-03-21 19:59:54 -04:00
Aikar
6b6373a077 Only complete incomplete profiles - Resolves #1053 2018-03-21 19:12:02 -04:00
MiniDigger | Martin
ace8e99e04 Call PortalCreateEvent for exit portals (#1047) 2018-03-20 19:56:44 +01:00
Brokkonaut
7f21066ba1 Add missing registerPlayer in CraftPlayer.showPlayer0 (#1051) 2018-03-20 17:27:00 +01:00
Aikar
71d64fa4f2 Remove the immediate dispatch optimization and adjust thread executors
hopefully will resolve #1049
2018-03-18 20:09:12 -04:00
Aikar
aa8ad3124a Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.
2018-03-18 12:32:09 -04:00
Aikar
87dc694af9 Ability to change PlayerProfile in AsyncPreLoginEvent
This will allow you to change the players name or skin on login.
2018-03-18 11:46:14 -04:00
Aikar
0094c1669c Add PlayerProfile.complete() API to trigger skin lookup 2018-03-18 11:31:32 -04:00
Aikar
0d220393d1 Fix more issues with async scheduler and cancelling pending task
was a race condition, so do need to use the head/parsePending logic still
2018-03-17 14:59:03 -04:00
Aikar
700c900cc3 Fix isCurrentlyRunning for sync tasks
Not sure where this would of ever been used, but for correctness sake.
2018-03-17 13:14:44 -04:00
Aikar
7241626ffd check that a task is valid before executing incase it was cancelled elsewhere
also set runners in the short circuit path so we know of the pending task incase its long running
2018-03-17 12:58:27 -04:00
Aikar
fb8222874d 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.

Additionally, an optimization was made that if a plugin schedules
a single, non repeating, no delay task, that we immediately dispatch it
to the executor pool instead of scheduling it. This avoids an unnecessary
round trip through the queue, as well as will reduce the size growth of the
queue if a plugin schedules lots of asynchronous tasks.
2018-03-16 23:09:51 -04:00
Aikar
2a34a59149 explicit, not implicit... oops 2018-03-11 14:21:03 -04:00
Aikar
9e35831323 Disable Implicit Network Manager Flushing
This seems completely pointless, as packet dispatch uses .writeAndFlush.

Things seem to work fine without implicit 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.implicit-flush=true
2018-03-11 14:15:38 -04:00
Aikar
af506a11ee Prevent Frosted Ice from loading/holding chunks 2018-03-10 16:33:49 -05:00
Shane Freeder
d0ccbd3161 Return null instead of players location on EnderChests opened by plugins 2018-03-10 20:26:05 +00:00
Shane Freeder
d207b66009 Add OBFHELPER - InventoryEnderChest#getTileEntity 2018-03-10 17:11:51 +00:00
Shane Freeder
3af34bfe45 Fix NPE when getting location from players EnderChest (fixes #1041) 2018-03-10 13:07:40 +00:00
MiniDigger | Martin
12012ab589 Toggleable player crits, helps mitigate hacked clients. (#1040)
This is a port of https://github.com/PaperMC/Paper/blob/ver/1.8.8/Spigot-Server-Patches/0040-Toggleable-player-crits-helps-mitigate-hacked-client.patch
Also adds me to the MIT list.
2018-03-10 05:14:47 +01:00
Shane Freeder
db23ad30cb Fix ItemStack.damage OBFHelper (fixes #1036) 2018-03-08 19:41:00 +00:00
Shane Freeder
ab5b167d08 Update CB/S 2018-03-08 19:36:35 +00:00
Minecrell
1894a7a608 [CI-SKIP] Add Minecrell to MIT list (#1035)
Change email address for some older patches to make it clear that
they are MIT licensed too.
2018-03-08 16:08:21 +01:00
Aikar
b4c8581812 Fix ProfilePropertyIterator#remove() recursion bug 2018-03-07 21:03:01 -05:00
Gabscap
3c4959439e [CI-SKIP] Add me (Gabscap) to MIT list
And change my used mail address in patch
2018-03-07 13:58:17 +01:00
Aikar
66dd61702a Add max-player-auto-save-per-tick setting to spread out saves more
This will force the saves to spread over multiple ticks even when many
players auto save interval is aligned, avoiding spikes on large servers.

Closes #1021
2018-03-04 20:20:27 -05:00
Aikar
d39553c217 Rename getOwnerUUID to Tameable#getOwnerUniqueId for consistency
for the @kashike, thanks for adding a server diff to use this name!
2018-02-24 01:16:01 -05:00
Shane Freeder
cf2f346ccb Update B/CB 2018-02-24 04:03:32 +00:00
Shane Freeder
ca86dc72f6 Extend Player Interact to cover CommandBlocks (@Phoenix616) 2018-02-18 14:39:02 +00:00
Aikar
1fcba9b26d Ignore AsyncCatcher setting for Command Dispatch, always force sync
Plugins were abusing this to dispatch commands async anyways.

We will no longer check that flag, and force all commands to be ran sync.

Use a different boolean for allowing things go to through on shutdown/restart instead.

Resolves #1004
Resolves #1005
2018-02-15 00:34:58 -05:00
Aikar
c28c88eb35 Fix bug with hopper optimizations when amount > 3 - Closes #1011 2018-02-14 21:30:12 -05:00
Aikar
3d9d0a7227 Optimize Hoppers
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
  However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
2018-01-18 01:00:51 -05:00
Nikita Rudy
9105e06867 Added options to disable additional ore generation in Mesa and Extreme Hills (#1006) 2018-02-13 03:44:50 +03:00
Shane Freeder
808e2dff16 Update B/CB 2018-02-12 18:04:05 +00:00
Shane Freeder
a95873bd35 Close Structure Window when PlayerInteractEvent is cancelled
This is opened on the client, and so we send a CloseWindow packet
2018-02-11 10:52:04 +00:00
Shane Freeder
26144e31b3 Update B/CB 2018-02-08 10:07:27 +00:00
Zach Brown
5ea311d92f Fix ArmorStand Item serialization
Broken in 690c955207
2018-02-01 22:24:37 -05:00
Aikar
79e1eb906f Remove warning for custom entities in precreaturespawn, add note to event
We can't fix this. The event will simply not fire for hacky plugins replacing
entity registrations.
2018-01-28 22:50:35 -05:00
Aikar
66e439e381 improve Profile Fill Events early return logic - #997 2018-01-28 19:40:19 -05:00
Zach Brown
690c955207 Add ArmorStand Item Meta
This is adds basic item meta for armor stands. It does not add all
possible metadata however.

There are armor, hand, and equipment types, as well as position data
that can also be added here. This initial implementation should serve as
a starting point for future additions in this area.

Fixes GH-559
2018-01-27 20:40:42 -05:00
Zach Brown
07af79adb4 Make push based hoppers imitate vanilla bounds
This is vanilla behavior https://i.imgur.com/zMIpRcQ.png
So we have to allow that sort of thing.

Fixes GH-993
2018-01-26 21:28:34 -05:00
Aikar
d69bbb5126 MC-99321 - Dont check for blocked double chest for hoppers etc
This is a source of MAJOR lag for hoppers, as well as a gameplay bug.

This removes the necessity to disable the cat on chest behavior to improve performance.

now performance will be improved even if you have cat chest detection on.
2018-01-24 20:08:58 -05:00
Shane Freeder
6d2da5e46e Update B/CB 2018-01-24 17:31:43 +00:00
Aikar
5671bb65b6 Fix build due to IDE inserting bad import 2018-01-21 14:12:54 -05:00
Aikar
8d654f26d3 Make PlayerProfile.getProperties mutable
Most other collections returned like this is mutable, lets be consistent.
2018-01-21 14:09:09 -05:00
BillyGalbreath
b89d7add43 PlayerAdvancementCriterionGrantEvent (#978) 2018-01-21 12:23:34 -06:00
Aikar
0d9f8672b1 Fill Profile Property Events
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.

If Mojang API does need to be hit, event fire so you can get the results.

This is useful for implementing a ProfileCache for Player Skulls
2018-01-19 00:55:38 -05:00
Aikar
e06cc30ff7 Add SkullMeta.setPlayerProfile API
This allows you to create already filled textures on Skulls to avoid texture lookups
which commonly cause rate limit issues with Mojang API
2018-01-19 00:38:49 -05:00
Aikar
d065e0b00e Move ProfileWhitelistVerifyEvent to use new PlayerProfile API
Also update javadocs on lookup events to link the new methods to use
2018-01-19 00:12:03 -05:00
Aikar
17bec29ef0 Update Profile Lookup Events to use new PlayerProfile API 2018-01-19 00:03:09 -05:00
Aikar
a7da447b88 Add PlayerProfile API to replace GameProfile
This simply provides the base API to create the objects. Further commits will come that adds
adds usage of this API to existing GameProfile based API's, as well as new API's.
2018-01-15 22:13:17 -05:00
Aikar
8e612cbc0a Check for missing EntityType for PreCreatureSpawnEvent - Resolves #973 2018-01-15 23:44:21 -05:00
Aikar
093629c1f2 Fix "unlimited" max chunk gens per tick setting
hopefully tried to set it to be unlimited in the first place....
2018-01-15 23:43:46 -05:00
Aikar
70f7748553 PlayerNaturallySpawnCreaturesEvent
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.

Also a highly more effecient way to blanket block spawns in a world
2018-01-14 17:36:24 -05:00
Aikar
5a2b8d5cdc Move definition of fields up 2018-01-14 17:15:27 -05:00
Aikar
2e05bc73b3 PreCreatureSpawnEvent - Closes #917
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.

Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.

Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.

See: https://github.com/PaperMC/Paper/issues/917
2018-01-14 17:02:38 -05:00
Aikar
241f7f59d8 update upstream for spigot-3764 fix 2018-01-14 16:15:56 -05:00
Aikar
4a97e9c309 Fix SPIGOT-3764 - Fixes deadlock with Skull Owner changes 2018-01-13 12:29:50 -05:00
Zach Brown
4303c3b48d Re-add config option for max squid spawn height
Apparently not only do people actually use it, but upstream missed it.
2018-01-11 16:50:27 -06:00
Zach Brown
c93e1ee068 Update upstream B/CB/S 2018-01-10 23:31:19 -06:00
Zach Brown
a088a9fa51 Update patches that slipped through last 2018-01-05 01:30:03 -06:00
Zach Brown
03ce426ddf Update upstream CB/S 2018-01-05 00:46:00 -06:00
Zach Brown
ef505a9a32 Update upstream B/CB/S 2018-01-04 02:04:31 -06:00
Aikar
580ae44414 Configurable Max Chunk Gens per Tick
Limit the number of generations that can occur in a single tick, forcing them
to be spread out more.

Defaulting to 10 as an average generation is going to be 3-6ms, which means 10 will
likely cause the server to lose TPS, but constrain how much.

This should result in no noticeable speed reduction in generation for servers not
lagging, and let larger servers reduce this value according to their own desires.
2018-01-01 16:38:34 -05:00
Aikar
661d97b76d Configurable Chunks Sends per Tick setting
Vanilla already had this limited, make it configurable.

Limit how much exploration lags the server
2018-01-01 16:36:23 -05:00
Aikar
31aa97180b Update Upstream 2018-01-01 16:29:33 -05:00
Zach Brown
fa8db475d6 Update upstream B/CB/S 2017-12-27 22:45:33 -06:00
Shane Freeder
67eb9725e2 Provide a system property to set the keepalive limit
add a system property to allow people to tweak how long the server
will wait for a reply. There is a compromise here between lower and higher
values, lower values will mean that dead connections can be closed sooner,
whereas higher values will make this less sensitive to issues such as spikes
from networking or during connections flood of chunk packets on slower clients,
at the cost of dead connections being kept open for longer.
2017-12-24 13:44:41 +00:00
Zach Brown
9ba62bc998 Restructure lighting queue runnable handling
Instead of overriding add within the queue, never add runnables to the
queue if the light queue is disabled.

This change is made to make timings reports and stacktraces less
confusing for administrators, who prior to this change, would have seen
the lighting queue referenced in both, regardless of whether or not it
was enabled.

This change should not affect performance, nor is it made with the
intent to.
2017-12-22 15:25:01 -06:00
Aikar
c3791a5225 Ability to apply mending to XP API
This allows plugins that give players the ability to apply the experience
points to the Item Mending formula, which will repair an item instead
of giving the player experience points.

Both an API To standalone mend, and apply mending logic to .giveExp has been added.
2017-12-20 17:50:26 -05:00
Aikar
8665021cdb ExperienceOrbMergeEvent
Fired when the server is about to merge 2 experience orbs
Plugins can cancel this if they want to ensure experience orbs do not lose important
metadata such as spawn reason, or conditionally move data from source to target.
2017-12-19 22:57:46 -05:00
Aikar
ac0ae12415 PlayerPickupExperienceEvent
Allows plugins to cancel a player picking up an experience orb
2017-12-19 22:05:16 -05:00
Aikar
1f44d0b82b Auto sort enchants on items - Fixes #915
This ensures that enchants are never added in inconsistent order.
The client shows the enchants in a sorted order already

This will auto fix previously created items too on load.
2017-12-19 17:56:13 -05:00
Aikar
db3cc65511 ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:46:27 -05:00
Shane Freeder
497103c507 Don't blindly send unlit chunks when lighting updates are allowed
Spigot, by default, disables several mechanisms around how chunks are
lit, if ever, which has forced them to always send chunks before vanilla
would consider them ready to send, causing for lots of issues around
lighting glitches.

Shamefully, the amount of work to relight chunks can be detremental
to some servers, meaning that forcibily disabling light updates can
cause major performance issues.

as such, we make a compromise; if this "feature" is disabled, we will
only send chunks which are actually ready to be sent, otherwise, we
will always send chunks.
2017-12-18 07:37:50 +00:00
Shane Freeder
11635988ce Restore broken lighting logic from spigot 2017-12-18 07:35:42 +00:00
Aikar
3d71965eb8 Update upstream 2017-12-17 01:34:54 -05:00
Aikar
602a6e2bee SPIGOT-3699: Fix cloning banner itemstacks
the banner meta would end up with a shared reference to the patterns
2017-12-15 15:57:15 -05:00
Aikar
0ef74cf264 Update upstream 2017-12-09 12:37:09 -05:00
Shane Freeder
786d044753 Update B/CB/S 2017-12-05 01:34:10 +00:00
Aikar
f854342c1b Fix AsyncTabCompleteEvent not setting isCommand 2017-11-29 23:36:31 -05:00
Aikar
93477a5b68 Avoid NPE in PathfinderGoalTempt 2017-11-29 22:19:24 -05:00
Shane Freeder
149f6e1511 Fix ClassCastException in tabCompletor (fixes #942) 2017-11-27 16:52:32 +00:00
Aikar
f7f8c59f60 AsyncTabCompleteEvent
Let plugins be able to control tab completion of commands and chat async.

This will be useful for frameworks like ACF so we can define async safe completion handlers,
and avoid going to main for tab completions.

Especially useful if you need to query a database in order to obtain the results for tab
completion, such as offline players.

Also adds isCommand and getLocation to the sync TabCompleteEvent
2017-11-26 22:05:48 -05:00
Shane Freeder
ea4b94d62e Do not use a snapshot for hoppers
In 1.12, Spigot improved their blockstate implementation to take a full
copy of the TE, this allows for a much better snapshot in that it will
actually retain all of the TE's state, it is a much more expensive
implementation. This is also implicated with their backwards compat
for inventories meaning that accessing of a snapshots inventory of a
placed block will actually access the inventory of the live TE, making
creation of a snapshot redundant if the only intent is to interact with
the TEs inventory.

Hoppers are a horrible hit, every attempt to transfer an ItemStack will
result in two TileEntity snapshots, with two hoppers and a double chest
ontop, I managed to log 380 cases per second where a snapshot would have been
taken in cases where the snapshot is redundant.
2017-11-25 17:35:32 +00:00
Aikar
584a612fc0 API to get a BlockState without a snapshot
This allows you to get a BlockState without creating a snapshot, operating
on the real tile entity.

This is useful for where performance is needed
2017-11-24 07:28:57 +00:00
Shane Freeder
4bb7ee49bb Update B/CB 2017-11-24 07:14:38 +00:00
Shane Freeder
902eb624bd Update B/CB 2017-11-20 14:49:40 +00:00
Zach Brown
4966489929 Fix view distance API handling on negative values
Prior to this change, if a player was ever set to have a negative view
distance, an attempt to set them back to the default would fail, leading
to them appearing to be stuck in that state.

Now we just interpret that negative value as a "reset" to default.
2017-11-18 21:45:22 -05:00
Shane Freeder
a907e21341 Update B/CB/S 2017-11-18 03:04:21 +00:00
Shane Freeder
03960c3d95 Update B/CB/S 2017-11-17 09:40:49 +00:00
Shane Freeder
f77372c65e use CB BlockState implementations for captured blocks (Fixes #868) 2017-11-16 12:37:52 +00:00
Zach Brown
0c011b87c5 Merge pull request #935 from avatarmc/prevent-disconnected-logins
Prevent logins from being processed when the player has disconnected
2017-11-15 22:36:56 -05:00
Zach Brown
dfab59dfc7 Fix logic for unconditional xp orb merging
Fixes GH-936
2017-11-13 20:30:45 -05:00
Aikar
64fdf06f84 Use <= instead of < for structure patch
Thankfully I randomly think about code and randomly wondered if I used <= or < here, and caught this!

This would of missed some chunks for the structure at the highest X/Z
2017-11-12 18:51:10 -05:00
killme
d117fd54d1 Prevent logins from being processed when the player has disconnected 2017-11-12 20:04:08 +01:00
Aikar
41afad51da Improve Structures Checking
Improves performance by keying every chunk thats part of a structure to a hashmap
instead of only the first one.

This allows us to avoid iterating the entire structures value set to see
if a block position is inside of a structure.

This should have pretty decent performance improvement to any standard world
that has been around for a whilewith lots of structures due to ineffeciencies
in how MC stores structures (even unloaded chunks has structured data loaded)
2017-11-11 18:47:30 -05:00
Zach Brown
9650c9dddc Add Obfuscation helper for armor change impl
Also alphabetize the importmcdev script... heathens, all of you
2017-11-11 00:07:45 -05:00
pkt77
c849f4f132 Add PlayerArmorChangeEvent
Closes GH-928
2017-11-10 23:46:55 -05:00
BillyGalbreath
f4a7453b2a Add configurable max exp value when merging orbs 2017-11-10 23:04:06 -05:00
BillyGalbreath
222aac9769 PlayerAttemptPickupItemEvent additions 2017-11-10 22:49:53 -05:00
Shane Freeder
c1e786e5b0 Merge pull request '#925' from Brokkonaut/NoAttackSoundsFromVanishedPlayers
Send attack SoundEffects only to players who can see the attacker
2017-11-08 16:27:17 +00:00
Shane Freeder
6d76e5b46a Update B/CB/S 2017-11-08 16:13:57 +00:00
Shane Freeder
ef87e1e584 Revert maven-surefire to prevent a build regression
In some environments, the 2.20.1 version of the maven surefire plugin
can cause builds to fail due to changes in surefire in how it detects
that the forked JVM used for testing is still alive or not.
2017-11-06 23:58:32 +00:00
Shane Freeder
9fd1b06aa8 allow nerfed mobs to jump again
Entity AI tasks are initialized earlier in recent versions
of MC, this means that the fromMobSpawner has not been set
at the point where AI tasks are initilazed and so the goalFloat
will never be populated.

To rectify this, we can rely on the entity tick checking if
the mob is from a spawner each tick, and just initialize the
field should the paper option be enabled. This saves us from
having to modify the call chain in order to pass the fact that
it was created by a mobSpawner earlier.
2017-10-31 15:13:55 +00:00
Brokkonaut
2509fce30a Send attack SoundEffects only to players who can see the attacker 2017-10-31 03:29:53 +01:00
Shane Freeder
cfb274d3af rectify Configurable Cartographer Treasure Maps patch 2017-10-30 13:06:35 +00:00
Brokkonaut
56763aad0d Replace HashSet with fastutil's ObjectOpenHashSet in HashTreeSet
HashSet sometimes uses compareTo() instead of equals() and this breaks the comparison of net.minecraft.server.NextTickListEntry (the only place where HashTreeSet is used).

In this cases duplicate entries could be added to the HashSet of HashTreeSet, because NextTickListEntry.compareTo() does not return 0, even if NextTickListEntry.equals() returns true.

ObjectOpenHashSet never uses compareTo(), so the inconsistencies of NextTickListEntry cause no problems.

Fixes https://github.com/PaperMC/Paper/issues/588
2017-10-20 04:43:02 +02:00
Shane Freeder
c738f996e8 Update B/CB/S 2017-10-29 15:19:21 +00:00
Shane Freeder
16e823a55d Don't send keepalive logger message if we've already disconnected 2017-10-17 21:40:53 +01:00
Riley Park
2d0e7faeb1 Merge pull request #914 from Minecrell/expose-client-protocol-host
Expose client protocol version and virtual host
2017-10-17 11:03:58 -07:00
Shane Freeder
b1fa92a5e4 allow keepalive to wait longer for a client response
and also provide a bit more information in the server
logs so we can work out what is going on.
2017-10-15 14:00:42 +01:00
Zach Brown
689fdea2c7 Add command for listing entities in a world
Port of 303a775fc3

Will display a list of all entities in a world, as well as which chunks
they are in. Hopefully, this will make tracking down chunks with lots of
entities easier.

Only real change from the forge version is that instead of dimension
IDs, we accept world names in the form of a string.

/paper entity list - Lists all entities in the player's current world
/paper entity list minecraft:zombie - Lists all zombies in the player's
current world

/paper entity list * world_nether - Lists all entities in the nether
/paper entity list minecraft:ghast world_nether - Lists all ghasts in
the nether
2017-10-15 17:43:16 -04:00
Shane Freeder
0e26fc4fbb Update CB 2017-10-13 22:07:48 +01:00
Minecrell
90e48db51c Expose client protocol version and virtual host 2017-10-10 18:45:43 +02:00
Shane Freeder
e813ac8f9f Remove lighting patches from spigot that cause more harm than good.
This commit removes two patches from spigot:
please review the patch messages for more information, however;

"Allow Disabling of Random Lighting Updates" potentially leaves chunk light maps in an invalid state, with
how often the server looks at these anyways, this patch really serves a questionable nature, the work is
going to be done, only it's being delayed and allowing the light map to be left in a potentially outdated
state.

"Fix some chunks not being sent to the client" sends chunks before their lighting has been calculated, this
means that the client will recieve chunks before they lighting has been calculated which can cause rendering
artifacts. The original issue around this patch appears to have already been fixed years ago.
2017-10-04 07:02:04 +01:00
Shane Freeder
45c25c868e Update B/CB 2017-10-09 10:15:17 +01:00
Shane Freeder
f618803d57 Revert keepalive back to 15 seconds 2017-10-09 09:49:12 +01:00
Shane Freeder
d649f90be0 Update CB/S 2017-10-07 09:57:38 +01:00
stonar96
3a9f17bc4b Anti Xray v2 (#858) 2017-10-05 14:38:21 +01:00
Shane Freeder
4632195902 Fix patch message (off the main thread!)
Don't tired and push!
2017-10-06 04:27:26 +01:00
Shane Freeder
f23cfe77fe rectify comment derp somebody just to point out 2017-10-05 03:39:51 +01:00
Shane Freeder
58a24b5aaf handle PacketPlayInKeepAlive async
In 1.12.2, Mojang moved the processing of PacketPlayInKeepAlive off the main
thread, while entirely correct for the server, this causes issues with
plugins which are expecting the PlayerQuitEvent on the main thread.

In order to counteract some bad behavior, we will post handling of the
disconnection to the main thread, but leave the actual processing of the packet
on the main thread.
2017-10-05 02:25:41 +01:00
Shane Freeder
2727dfbafc Update craftbukkit 2017-10-01 01:57:01 +01:00
Zach Brown
91e639e718 Update documentation around PlayerJumpEvent 2017-09-29 14:58:24 -04:00
Zach Brown
563ee0f840 Fix build 2017-09-28 18:54:38 -04:00
Zach Brown
6e9bfd7ac6 Patch files need headers, weird isn't it 2017-09-28 18:43:36 -04:00
Zach Brown
12bf7a15ad Add PlayerJumpEvent 2017-09-28 17:38:17 -04:00
Shane Freeder
4a6a473a13 Update metrics to support java 9
http://openjdk.java.net/jeps/223
Java decided to change their versioning scheme and in doing so modified the
java.version system property to return $major[.$minor][.$secuity][-ea], as
opposed to 1.$major.0_$identifier we can handle pre-9 by checking if the "major"
is equal to "1", otherwise, 9+

of course, it really wouldn't be all that simple if they didn't add a quirk, now would it.
valid strings for the major may potentially include values such as -ea to deannotate a pre release
2017-09-26 05:58:52 +01:00
Minecrell
c4553b3936 Disable logger prefix for various plugins bypassing the plugin logger
Some plugins bypass the plugin logger and add the plugin prefix
manually to the log message. Since they use other logger names
(e.g. qualified class names) these would now also appear in the
log. Disable the logger prefix for these plugins so the messages
show up correctly.
2017-09-22 09:47:01 +02:00
Minecrell
a64c8c70da Allow plugins to use SLF4J for logging
SLF4J is a commonly used abstraction for various logging frameworks
such as java.util.logging (JUL) or Log4j. Currently, plugins are
required to do all their logging using the provided JUL logger.
This is annoying for plugins that target multiple platforms or when
using libraries that log messages using SLF4J.

Expose SLF4J as optional logging API for plugins, so they can use
it without having to shade it in the plugin and going through
several layers of logging abstraction.
2017-09-21 16:34:36 +02:00
Minecrell
57d987e936 Handle plugin prefixes in Log4j configuration 2017-09-21 16:18:30 +02:00
Minecrell
8556beee8c Use Log4j IOStreams to redirect System.out/err to logger
Log4j2 provides an optimized implementation of PrintStream that
redirects its output to a logger. Use it instead of a custom
implementation for minor performance improvements and some fixes.

With the old implementation, each call to System.print()
results in a separate line, even though it should not result in
a line break. Log4j's implementation handles it correctly.
2017-09-18 12:07:47 +02:00
Minecrell
03891a7fe5 Update TerminalConsoleAppender to 1.0.0 (updates JLine)
Fixes #879
2017-09-23 19:57:16 +02:00
Riley Park
041250dfb9 Avoid NPE in AdvancementDataWorld thanks to Spigot being dumb 2017-09-21 07:01:40 -07:00
Zach Brown
7be477c2cc Update upstream CB
Fixes GH-887
2017-09-18 22:01:43 -04:00
Aikar
68b6b07086 World can be null for sign conversion, fixes #886 2017-09-18 21:03:45 -04:00