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:
220bc594 #486: Add method to get player's attack cooldown
21853d39 SPIGOT-5681: Increase max plugin channel size
5b972adc Improve build process
b55e58d9 Note which custom generator is missing required method
CraftBukkit Changes:
893ad93b#650: Add method to get player's attack cooldown
ef706b06#655: Added support for the VM tag jansi.passthrough when processing messages sent to a ColouredConsoleSender.
e0cfb347 SPIGOT-5689: Fireball.setDirection increases velocity too much
94cb030f SPIGOT-5673: swingHand API does not show to self
b331a055 SPIGOT-5680: isChunkGenerated creates empty region files
e1335932 Improve build process
a8ec1d60 Add a couple of method null checks to CraftWorld
ce66f693 Misc checkstyle fixes
8bd0e9ab SPIGOT-5669: Fix Beehive.isSedated
Spigot Changes:
2040c4c4 SPIGOT-5677, MC-114796: Fix portals generating outside world border
ab8f6b5a Rebuild patches
e7dc2f53 Rebuild patches
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes#3220