Commit graph

4150 commits

Author SHA1 Message Date
Shane Freeder
9c79f489ed Don't try to read the data outside of the try-catch 2019-04-15 05:09:57 +01:00
Shane Freeder
41c86a6548 Handle bad chunks more gracefully
Brought this patch back from the graveyard, 1.13.x changed how chunks
where loaded and the patch was dropped.

Prior to this change the server would crash when attempting to load a
chunk from a region with bad data.

After this change the server will defer back to vanilla behavior. At
this time, that means attempting to generate a chunk in its place
(and occasionally just not generating anything and leaving small
holes in the world (This might not be accurate as of 1.13.x)).

Should Mojang choose to alter this behavior in the future, this change
will simply defer to whatever that new behavior is.
2019-04-15 05:05:14 +01:00
Shane Freeder
f28e1455e3 Mark PlayerMoveEvent#setTo as NotNull 2019-04-15 00:17:55 +01:00
Zach Brown
43649ff73a
Fix blocking JavaDoc errors 2019-04-14 07:22:38 -04:00
Aikar
ab8bbdfd80
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2019-04-10 23:41:42 -04:00
Spottedleaf
237250c08d Add Heightmap API (#1724)
Resolves #1672 
This API is intended to expose useful heightmaps found in the server to API. This exposes all of the live world heightmaps currently in the server. 
If a heightmap becomes impossible to implement, api spec allows the implementation to throw UnsupportedOperationException (far better than returning some weird unexpected value).

Tested via:
https://gist.github.com/Spottedleaf/5d47f67c55a9fb870251ff344bfeb6b3
2019-04-10 23:36:31 -04:00
Spottedleaf
0181fb14b6 Add static encode/decode for block long keys (#1712)
Should make this API easier to use.
2019-04-09 00:08:14 -04:00
Timardo
0d098ca00d [CI-SKIP] Update makemcdevsrc.sh (#1950)
[Aikar note] we really should figure out a way to skip CI again :(
2019-04-08 19:55:49 -04:00
Aikar
84386e1631
[Auto] Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
7c395d42 SPIGOT-4681: Note about additional world creation on STARTUP
2019-04-08 06:51:36 -04:00
Aikar
2cb75d6cce
[Auto] Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
812f66aa SPIGOT-4684: Update persistence of converting zombie villagers
2019-04-08 06:31:50 -04:00
Aikar
c36f206209
Optimize Captured TileEntity Lookup
upstream was doing a containsKey/get pattern, and always doing it at that.
that scenario is only even valid if were in the middle of a block place.

Optimize to check if the captured list even has values in it, and also to
just do a get call since the value can never be null.
2019-04-06 10:25:21 -04:00
Aikar
0ff0c18238
Improve Cancelled Block Place Tile Entity discardment
We bandaided this logic on a case by case basis before with Loot Tables and Chests,
but that is not the correct fix.

Ultimately we just needed to clear out the captured tile entity list so that the
update calls did not process the tile entity that is no longer even valid.

This solution will ensure ALL placed tile entities data is ignored and not just
the few cases we previously had filters for.
2019-04-06 10:23:05 -04:00
Spottedleaf
6d7b032d2b Only flush to disk on chunk saves if paper.flush-on-save is true (#1942)
The cost of a call to sync() adds up quickly and especially for
HDDs. Playing around generating chunks for a while warranted a
3 min save time on a HDD. This is unacceptable default behaviour
and now the behaviour is hidden behind a flag for server owners
who are OK with taking a hit on saves (although SSDs will not have
this issue remotely as bad, since most of the time was spent seeking).
2019-04-06 05:59:42 -04:00
Zach Brown
bd5b758a92
Clear containers on cancelled place events
It is possible for a container to be brought into the world pre-filled
in place event (thanks NBT!). When the blockplacevent(s) are cancelled
their blockstate is updated in OBC. This triggers them to drop their
inventories.

Rather than screwing with the update method which is used elsewhere, we
can simply clear any inventories once we are told that a plugin intends
to cancel the interaction.

Fixes GH-1831
2019-04-06 00:31:19 -04:00
Spottedleaf
33a5a0f84e
Optimize GameRules to use LinkedHashMap
Previously TreeMap was used which has poor get(K) performance.
2019-04-05 23:25:12 -04:00
Aikar
9dc4d6448b
Numerous fixes to entity related changes
While it wasn't really "broken" before, if plugins use NMS
(which they really should't be) and mess with entity management
themselves, and get it wrong, they could ultimately corrupt our
state expectations.

I've been unable to reproduce any issues locally, but these changes
are the result of me analyzing the code pretty deeply and seeing
about how to make it more durable to abnormal usage.

Any servers seeing oddities, please run with -Ddebug.entities=true
and send me any logs triggered.
2019-04-05 23:08:45 -04:00
Shane Freeder
5c0133110b Revert entityList type in World
Why are plugins accessing this?! Whhhhy?!

For any plugin developers reading this, this are methods in World
specifically for adding entities to the world, aptly called spawnEntity
2019-04-05 13:45:21 +01:00
Zach Brown
86e6d961f0
Update upstream CB
--- work/CraftBukkit
Submodule work/CraftBukkit 0e1cea5a..f40143ef:
  > SPIGOT-4691: Fix custom world generator when placing tiles
2019-04-05 05:17:10 -04:00
Zach Brown
b963196ed5
Default nether void damage to off and allow that 2019-04-05 01:27:37 -04:00
Zach Brown
401cd58e70
Allow configurable nether void height damage
Fixes GH-1804
2019-04-05 01:09:32 -04:00
Zach Brown
58185a044c
Don't throw if a server unregisters the version cmd 2019-04-05 01:09:32 -04:00
Zach Brown
26bbc23a01
Prevent negative in lure times - Fixes GH-1583 2019-04-05 01:09:26 -04:00
Spottedleaf
c4ff33a9e5
Make region files more reliable to write to
Previously we would write to header before writing our chunk data,
which opens a window for corruption (or we would overwrite entirely).
Now the saving process has been changed to follow this chain of events:

1. We always allocate a new space to write so we do not potentially
overwrite and corrupt the current data
2. Write the chunk data first (the order of the fields in
the chunk data isn't relevant though)
3. Flush to disk
4. Write to the region header last
5. Flush to disk
6. Then we free the previous space allocated

With this chain of events it is impossible for a chunk write to corrupt
a region file, unless the operating system has lied and we have NOT flushed
to disk.

However server administrators are still recommended to continue performing
regular backups.

Note that when Mojang finally decides to change their region format
to deal with oversized chunks this patch must be changed to deal with
whatever system they decide to impose.

We also make use of two flushes to disk per chunk save (to ensure
ordering and ensure data has gone to disk), so this will negatively
affect save performance.
2019-04-03 22:24:55 -04:00
Aikar
87a726351b
[Auto] Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
7634491f Added Entity#setRotation.

CraftBukkit Changes:
0e1cea5a Added Entity#setRotation.
2019-04-03 04:51:39 -04:00
Spottedleaf
2e43721654
Allow login events to fire only after the server has loaded
Plugins that rely on the async login event to fire can miss the event
if a player tries to log in before the server has loaded.

The solution is to simply block the event threads from executing until
the server has loaded. This will not have an adverse affect on logins
since the event threads are cached and are only used for executing events
asynchronously.
2019-04-03 02:27:09 -04:00
Aikar
e9b353ff02
Updated Upstream (CraftBukkit/Spigot)
We pretty much reverted most of Spigots changes here as ours is better.

I guess least Spigot is trying to get closer to us? but missed..

CraftBukkit Changes:
0bf75bbd SPIGOT-4686: Enchantment ordering nondeterministic

Spigot Changes:
f09662d0 Rebuild patches
2019-04-02 23:27:31 -04:00
Aikar
96f8b1af6c
Improve upstream merge script to rebuild patches
this will help ensure that upstreams apply as cleanly as it does manually

the filtering makes the patches more fragile, but usually not an issue for small updates.

this will unfilter, apply the cleanest patches, then the next rebuild will
filter out unnecessary changes
2019-04-02 23:25:48 -04:00
Aikar
747e70a90d
Try to improve Timings stack management
I can't reproduce issues locally, but this should be even more 'stable'
2019-04-02 23:25:48 -04:00
Aikar
a32840b449
Clean upstream before merging to ensure clean state 2019-04-02 21:46:32 -04:00
Aikar
eb3be0ea5c
Re-add isTypeNotPersistent check
seems CB did something different with that field more than I understood.

So now it permanently doesn't match vanilla? :(
2019-03-29 08:50:52 -04:00
Shane Freeder
761d6ae72e Fix PersistentStructureLegacy NPE on custom worlds
This is caused due to the DimensionManager in CB worlds not being
registered by NMS, we fix this by copying CBs behavior of using the
world providers DimensionManager, vs using the actual dimension manager
of the world
2019-03-29 11:37:20 +00:00
Aikar
f4f4396f0e
Restore vanilla behavior of mob counts for persistent mobs
Now decounts entities that got name tagged or persistent state changed.

Removes a bad CB check that ignored some persistent mobs persistence state.

Vanilla code explicitly only cares 'is this mob persistent?' and if
it is, it is not counted. CB should not of been checking its type state.

Fixes #1922
2019-03-29 03:38:23 -04:00
Aikar
27c32b9344
Fix map rendering issues - Fixes #1796 2019-03-29 03:38:23 -04:00
Aikar
52ebb355bc
Optimize Persistent Data Loading
removes Mineshaft loading legacy as we had pre 1.13.2 to avoid managing
that very large data file from legacy systems.

Previous to 1.13.2 these data files were never loaded to begin with, so they
effectively do not contain valid/relevant data.

These files take a long time to convert on large worlds and crashes the server.

Additionally, cache the result of a file being missing so we don't keep spam checking it.
2019-03-29 03:38:22 -04:00
Aikar
b66154b26e
Fix a concurrency issue with legacy structure data loading
This code could get hit by many threads at once, causing multiple
chunk loads to convert legacy data, leading to all sorts of fun.

Additionally, go ahead and preload it async on world load.
2019-03-29 03:38:22 -04:00
Zach Brown
e42b8d1c0c
Fix javadocs take 2: electric boogaloo 2019-03-29 00:44:41 -04:00
Aikar
4a0da388da
fix javadocs 2019-03-28 23:58:09 -04:00
Aikar
a73444b0e1
Reuse buffers for chunk compression to optimize memory use
Instead of allocating a buffer for every chunk compression, reuse
the same 64k sized buffer.

Also stopped doing dynamic compression levels. It wasn't helping enough.

This will improve memory usage and zlib performance of chunk compression.
2019-03-28 23:46:45 -04:00
Aikar
def0033929
Forgot to convert duration to millis per the API expectation for tick event 2019-03-28 01:27:39 -04:00
Aikar
be067fea11
PlayerDeathEvent#getItemsToKeep
Exposes a mutable array on items a player should keep on death.

This allows a cleaner method to implement "Keep certain items on death"
than how plugins currently do it in that it never removes them in first
place, so its safe if the player logs out/server is shutdown before respawn.

Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4
2019-03-28 01:12:38 -04:00
Aikar
8f25112b93
Server Tick Events
Fires event at start and end of a server tick
2019-03-27 22:49:29 -04:00
Aikar
af52f138da
Remove light optimization
getting lots of bug reports on light. just going to drop this even though
I really don't see how it could be the source due to my understanding of
the games light engine...

Fixes #1920
2019-03-27 20:46:46 -04:00
Shane Freeder
8383c2b97c Updated Upstream (CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
4c8327f7 SPIGOT-4673: EntitySpawnEvent should not be called for players

Spigot Changes:
5629554b Rebuild patches
2019-03-27 18:41:12 +00:00
Aikar
25e5bfe669
Revert "Optimize Bukkit <-> NMS Mapping tables and legacy conversion"
This reverts commit f5e7717214.

Has issues, will fix later
2019-03-26 02:04:09 -04:00
Aikar
4d3f9e2033
Fix issue in last build with null task timings 2019-03-26 01:31:59 -04:00
Aikar
e055103d3d
Improve Timings stack protection more
Ensures in more places that exceptions will not corrupt the Timings stack.

Timings will now better report stack corruption and auto repair itself too.
2019-03-26 00:58:23 -04:00
Aikar
f5e7717214
Optimize Bukkit <-> NMS Mapping tables and legacy conversion
Use O(1) patterns for mapping conversions to improve plugin performance.
Optimize collections used by legacy plugin conversion

This should improve plugin performance across the board
on Paper for both Modern and Legacy Plugins.

Also log how long building those tables takes...
2019-03-26 00:07:20 -04:00
Shane Freeder
364a53e37a Ensure that TimedEventExecutor timings are closed (Fixes #1918)
pre this, any event handler firing an exception would leave the timings
open, causing the timings stack to be corrupted
2019-03-26 00:56:16 +00:00
Aikar
e8bbfbfddf
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2019-03-24 23:51:44 -04:00
Shane Freeder
8e9ec4b058 Don't update entity trackers for worlds without players
PlayerList#moveToWorld already untracks the player from the player list,
meaning that we do not need to worry about this untracking players
who've left the world, The server also untracks a player during
disconnect, handing yet another case.

If we don't need to untrack players who've left the world, it should be
reasonably save to do this, as we're not going to be performing any
server->client updates here, which is what this code is intended to do,
and all players should be untracked.
2019-03-24 23:55:05 +00:00