Commit graph

301 commits

Author SHA1 Message Date
Callahan
a0513959ea Prevent sync chunk loads when villagers try to find beds 2020-01-13 23:47:28 -06:00
William Blake Galbreath
a0dc4eeb99 Add option to disable pillager patrols 2019-10-09 21:46:15 -05:00
Nassim Jahnke
ccc1107255 Dont send unnecessary sign update 2021-09-11 11:56:51 +02:00
kickash32
2cb6b995cc Prevent consuming the wrong itemstack 2019-08-19 19:42:35 +05:00
kickash32
0198ee9c8a offset item frame ticking 2019-07-30 03:17:16 +05:00
Lucavon
a89e4e6ae3 Configurable projectile relative velocity
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.

While this could easily be done with plugins, too, there are multiple problems:
P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
P3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-23 20:29:20 -05:00
Aikar
2cd6ace7ab Only count Natural Spawned mobs towards natural spawn mob limit
This resolves the super common complaint about mobs not spawning.

This was ultimately a flaw in the vanilla count algorithim that allows
spawners and other misc mobs to count against the mob limit, which are
not bounded, and can prevent the entire world from spawning new.

I believe Bukkits changes around persistence may of actually made it
worse than vanilla.

This should fully solve all of the issues around it so that only natural
influences natural spawns.
2019-03-24 01:01:32 -04:00
Phoenix616
f5be267fbf Fix sounds when item frames are modified (MC-123450)
This also fixes the adding sound playing when the item frame direction is changed.
2019-04-27 20:00:43 +01:00
Shane Freeder
26c77784e5 Fix CB call to changed postToMainThread method 2019-05-10 18:38:19 +01:00
William Blake Galbreath
b68af3dfa1 Mob Spawner API Enhancements
== AT ==
public net.minecraft.world.level.BaseSpawner isNearPlayer(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;)Z
public net.minecraft.world.level.BaseSpawner delay(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;)V
public net.minecraft.world.level.BaseSpawner setNextSpawnData(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/level/SpawnData;)V
2019-04-19 12:41:13 -05:00
Aikar
5630b55346 Optimize Captured BlockEntity 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 10:16:48 -04:00
Aikar
18f38c3167 PlayerDeathEvent#getItemsToKeep
Exposes a mutable array on items a player should keep on death

Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4

== AT ==
public net.minecraft.world.entity.player.Inventory compartments
2019-03-27 23:01:33 -04:00
Aikar
8e13bc622b Server Tick Events
Fires event at start and end of a server tick
2019-03-27 22:48:45 -04:00
MisterVector
4ee0744e6d Add PlayerPostRespawnEvent 2018-10-26 21:31:00 -07:00
Mark Vainomaa
2433988460 Fire event on GS4 query 2019-03-17 21:46:56 +02:00
Aikar
0b77748b35 Fixes and additions to the spawn reason API
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>
2019-03-24 00:24:52 -04:00
Mark Vainomaa
19bd3b2655 Call WhitelistToggleEvent when whitelist is toggled 2019-03-13 20:08:09 +02:00
Aikar
04c783377e Limit Client Sign length more
modified clients can send more data from the client
to the server and it would get stored on the sign as sent.

Mojang has a limit of 384 which is much higher than reasonable.

the client can barely render around 16 characters as-is, but formatting
codes can get it to be more than 16 actual length.

Set a limit of 80 which should give an average of 16 characters 2
sets of legacy formatting codes which should be plenty for all uses.

This does not strip any existing data from the NBT as plugins
may use this for storing data out of the rendered area.

it only impacts data sent from the client.

Set -DPaper.maxSignLength=XX to change limit or -1 to disable
2019-02-27 22:18:40 -05:00
Aikar
05f977e3d1 Brigadier Mojang API
Adds AsyncPlayerSendCommandsEvent
  - Allows modifying on a per command basis what command data they see.

Adds CommandRegisteredEvent
  - Allows manipulating the CommandNode to add more children/metadata for the client
2020-04-19 18:15:29 -04:00
Callahan
41218728d9 Async command map building
This adds a custom pool inorder to make sure that they are closed
without much though, as it doesn't matter if the client is not sent
commands if the server is restarting. Using the default async pool caused issues to arise
due to the shutdown logic generally being much later.
2020-04-08 02:42:14 -05:00
Aikar
b71ceb5e0f BlockDestroyEvent
Adds an event for when the server is going to destroy a current block,
potentially causing it to drop. This event can be cancelled to avoid
the block destruction, such as preventing signs from popping when
floating in the air.

This can replace many uses of BlockPhysicsEvent
2019-02-06 00:20:33 -05:00
connorhartley
2c43d196e4 Workaround for vehicle tracking issue on disconnect 2019-01-07 14:43:48 -06:00
Zach Brown
f1f016dd5e Replace OfflinePlayer#getLastPlayed
Currently OfflinePlayer#getLastPlayed could more accurately be described
as "OfflinePlayer#getLastTimeTheirDataWasSaved".

The API doc says it should return the last time the server "witnessed"
the player, whilst also saying it should return the last time they
logged in. The current implementation does neither.

Given this interesting contradiction in the API documentation and the
current defacto implementation, I've elected to deprecate (with no
intent to remove) and replace it with two new methods, clearly named and
documented as to their purpose.
2019-01-02 00:35:43 -06:00
Spottedleaf
f5226d3739 Add PlayerConnectionCloseEvent
This event is invoked when a player has disconnected. It is guaranteed that,
if the server is in online-mode, that the provided uuid and username have been
validated.

The event is invoked for players who have not yet logged into the world, whereas
PlayerQuitEvent is only invoked on players who have logged into the world.

The event is invoked for players who have already logged into the world,
although whether or not the player exists in the world at the time of
firing is undefined. (That is, whether the plugin can retrieve a Player object
using the event parameters is undefined). However, it is guaranteed that this
event is invoked AFTER PlayerQuitEvent, if the player has already logged into
the world.

This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
been called beforehand, and this event may not be called in parallel with
AsyncPlayerPreLoginEvent for the same connection.

Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
PlayerConnectionCloseEvent is never called.

The event may be invoked asynchronously or synchronously. As it stands,
it is never invoked asynchronously. However, plugins should check
Event#isAsynchronous to be future-proof.

On purpose, the deprecated PlayerPreLoginEvent event is left out of the
API spec for this event. Plugins should not be using that event, and
how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
is undefined.

== AT ==
public net.minecraft.server.network.ServerLoginPacketListenerImpl$State
public net.minecraft.server.network.ServerLoginPacketListenerImpl state
2018-10-07 12:05:28 -07:00
Aikar
a1a073eaae Book size limits
Puts some limits on the size of books.
2018-11-16 23:08:50 -05:00
BillyGalbreath
ea164c2f4a Add more Zombie API
== AT ==
public net.minecraft.world.entity.monster.Zombie isSunSensitive()Z
2018-10-07 04:29:59 -05:00
Shane Freeder
373c8ff0b2 force entity dismount during teleportation
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!
2018-11-15 13:38:37 +00:00
Shane Freeder
4da5176b89 Don't allow digging into unloaded chunks 2018-11-11 21:01:09 +00:00
Shane Freeder
52ea2a0cd9 Fix SpongeAbsortEvent handling
Only process drops when the block is actually going to be removed
2018-11-10 05:15:21 +00:00
Aikar
1d1ddeccb9 Optimize World Time Updates
Splits time updates into incremental updates as well as does
the updates per world, so that we can re-use the same packet
object for every player unless they have per-player time enabled.
2018-11-02 23:11:51 -04:00
Aikar
9902ba8869 Improve Server Thread Pool and Thread Priorities
Use a simple executor since Fork join is a much more complex pool
type and we are not using its capabilities.

Set thread priorities so main thread has above normal priority over
server threads

Allow usage of a single thread executor by not using ForkJoin so single core CPU's
and reduce worldgen thread worker count for low core count CPUs.

== AT ==
public net.minecraft.Util onThreadException(Ljava/lang/Thread;Ljava/lang/Throwable;)V

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2018-10-23 23:14:38 -04:00
Aikar
539f1ba018 Don't sleep after profile lookups if not needed
Mojang was sleeping even if we had no more requests to go after
the current one finished, resulting in 100ms lost per profile lookup
2018-10-23 20:25:05 -04:00
GreenMeanie
a48e72fb4d Reset players airTicks on respawn 2018-10-20 22:34:02 -04:00
Gabriele C
7c062523e0 Add option to prevent players from moving into unloaded chunks #1551 2018-10-22 17:34:10 +02:00
BillyGalbreath
8f806f31bb Check Drowned for Villager Aggression Config 2018-10-10 21:22:44 -05:00
BillyGalbreath
a24fb45a27 Add more Witch API
== AT ==
public net.minecraft.world.entity.monster.Witch usingTime
2018-10-12 14:10:46 -05:00
Caleb Bassham
473a79e490 Call player spectator target events and improve implementation
Use a proper teleport for teleporting to entities in different
worlds.

Implementation improvements authored by Spottedleaf <Spottedleaf@users.noreply.github.com>
Validate that the target entity is valid and deny spectate
requests from frozen players.

Also, make sure the entity is spawned to the client before
sending the camera packet. If the entity isn't spawned clientside
when it receives the camera packet, then the client will not
spectate the target entity.

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2018-09-28 02:32:19 -05:00
BillyGalbreath
fb18e19bb0 Turtle API
== AT ==
public net.minecraft.world.entity.animal.Turtle getHomePos()Lnet/minecraft/core/BlockPos;
public net.minecraft.world.entity.animal.Turtle setHasEgg(Z)V
public net.minecraft.world.entity.animal.Turtle isGoingHome()Z
public net.minecraft.world.entity.animal.Turtle setGoingHome(Z)V
public net.minecraft.world.entity.animal.Turtle isTravelling()Z
public net.minecraft.world.entity.animal.Turtle setTravelling(Z)V
2018-09-29 16:08:23 -05:00
BillyGalbreath
5a43ef8127 Add LivingEntity#getTargetEntity 2018-09-22 00:33:08 -05:00
Phoenix616
b2cbea9e63 PreSpawnerSpawnEvent
This adds a separate event before an entity is spawned by a spawner
which contains the location of the spawner too similarly to how the
SpawnerSpawnEvent gets called instead of the CreatureSpawnEvent for
spawners.
2018-09-18 23:53:23 +01:00
Aikar
8ea84d0962 Prevent chunk loading from Fluid Flowing 2018-09-10 23:36:16 -04:00
Shane Freeder
fed1922643 Configurable connection throttle kick message 2018-10-02 09:57:50 +01:00
BillyGalbreath
46109028f9 Honor EntityAgeable.ageLock 2018-09-23 20:59:53 -05:00
Tassu
4bea989f34 Implement furnace cook speed multiplier API
Fixed an issue where a furnace's cook-speed multiplier rounds down
to the nearest Integer when updating its current cook time.

== AT ==
public net.minecraft.world.level.block.entity.AbstractFurnaceBlockEntity getTotalCookTime(Lnet/minecraft/server/level/ServerLevel;Lnet/minecraft/world/level/block/entity/AbstractFurnaceBlockEntity;)I

Co-authored-by: Eric Su <ericsu@alumni.usc.edu>
2018-09-13 08:45:21 +03:00
Aikar
ac503c148a Prevent mob spawning from loading/generating chunks
also prevents if out of world border bounds
2018-09-12 21:12:57 -04:00
Aikar
54b44d1f1c Prevent various interactions from causing chunk loads
Co-authored-by: Shane Freeder <theboyetronic@gmail.com>
2018-09-10 23:56:36 -04:00
Aikar
ca42ec8f4e Mob Pathfinding API
Implements Pathfinding API for mobs

== AT ==
public net.minecraft.world.entity.ai.navigation.PathNavigation pathFinder
public net.minecraft.world.level.pathfinder.PathFinder nodeEvaluator
public net.minecraft.world.level.pathfinder.Path nodes
2018-09-09 13:30:00 -04:00
BillyGalbreath
ca341c9de8 Allow chests to be placed with NBT data 2018-09-08 18:43:31 -05:00
Phoenix616
04afedcccf Improve death events
This adds the ability to cancel the death events and to modify the sound
an entity makes when dying. (In cases were no sound should it will be
called with shouldPlaySound set to false allowing unsilencing of silent
entities)

It makes handling of entity deaths a lot nicer as you no longer need
to listen on the damage event and calculate if the entity dies yourself
to cancel the death which has the benefit of also receiving the dropped
items and experience which is otherwise only properly possible by using
internal code.

== AT ==
public net.minecraft.world.entity.LivingEntity getDeathSound()Lnet/minecraft/sounds/SoundEvent;
public net.minecraft.world.entity.LivingEntity getSoundVolume()F
2018-08-21 01:39:35 +01:00
BillyGalbreath
228730983d Add ray tracing methods to LivingEntity 2018-09-03 18:20:03 -05:00