Commit graph

176 commits

Author SHA1 Message Date
Aikar
aab7ec1655 Shoulder Entities Release API 2017-06-17 15:18:30 -04:00
Sweepyoface
551d6ee71e Add UnknownCommandEvent
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2017-06-17 18:48:21 -04:00
Aikar
bb90110894 Basic PlayerProfile API
Establishes base extension of profile systems for future edits too

== AT ==
public org.bukkit.craftbukkit.profile.CraftProfileProperty
public org.bukkit.craftbukkit.profile.CraftPlayerTextures
public org.bukkit.craftbukkit.profile.CraftPlayerTextures copyFrom(Lorg/bukkit/profile/PlayerTextures;)V
public org.bukkit.craftbukkit.profile.CraftPlayerTextures rebuildPropertyIfDirty()V
public org.bukkit.craftbukkit.profile.CraftPlayerProfile toString(Lcom/mojang/authlib/properties/PropertyMap;)Ljava/lang/String;
public org.bukkit.craftbukkit.profile.CraftPlayerProfile getProperty(Ljava/lang/String;)Lcom/mojang/authlib/properties/Property;
public org.bukkit.craftbukkit.profile.CraftPlayerProfile setProperty(Ljava/lang/String;Lcom/mojang/authlib/properties/Property;)V
2018-01-15 22:11:48 -05:00
Spottedleaf
40654111d1 Do not submit profile lookups to worldgen threads
They block. On network I/O.

If enough tasks are submitted the server will eventually stall
out due to a sync load, as the worldgen threads will be
stalling on profile lookups.
2021-08-08 16:26:46 -07:00
BillyGalbreath
8eb7ab6946 PlayerAttemptPickupItemEvent 2017-06-11 16:30:30 -05:00
BillyGalbreath
eb52c5e2f2 PlayerPickupItemEvent#setFlyAtPlayer 2017-05-07 06:26:09 -05:00
BillyGalbreath
b41abcdb68 Item#canEntityPickup 2017-05-05 03:57:17 -05:00
Shane Freeder
918da37691 provide a configurable option to disable creeper lingering effect spawns 2017-06-11 21:01:18 +01:00
Zach Brown
49fbdd7336 Add option to make parrots stay on shoulders despite movement
Makes parrots not fall off whenever the player changes height, or touches water, or gets hit by a passing leaf.
Instead, switches the behavior so that players have to sneak to make the birds leave.

I suspect Mojang may switch to this behavior before full release.

To be converted into a Paper-API event at some point in the future?

== AT ==
public net.minecraft.world.entity.player.Player removeEntitiesOnShoulder()V
2017-05-16 21:29:08 -05:00
Zach Brown
2f74bdb56b Properly handle async calls to restart the server
The watchdog thread calls the server restart function asynchronously. Prior to
this change, it attempted to do several non-safe operations from the watchdog
thread, rather than the main. Specifically, because of a separate upstream change,
it causes player entities to be ticked asynchronously, among other things.

This is dangerous.

This patch moves the old handling into a synchronous variant, for calls from the
restart command, and adds separate handling for async calls, such as those from
the watchdog thread.

When calling from the watchdog thread, we cannot assume the main thread is in a
tickable state; it may be completely deadlocked. In order to handle this, we mark
the server as stopping, in order to account for situations where the server should
complete a tick reasonbly soon, i.e. 99% of cases.

Should the server not enter a state where it is stopping within 10 seconds, We
will assume that the server has in fact deadlocked and will proceed to force
kill the server.

This modification does not force restart the server should we actually enter a
deadlocked state where the server is stopping, whereas this will in most cases
exit within a reasonable amount of time, to put a fixed limit on a process that
will have plugins and worlds saving to the disk has a high potential to result
in corruption/dataloss.
2017-05-12 23:34:11 -05:00
Aikar
d2f4d82ce2 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens

This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.

You can set this to 0 to disable collisions.
2017-01-22 18:07:56 -05:00
Aikar
110bcadcdf 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 16:31:46 -05:00
Aikar
aa6fe30766 Enforce Sync Player Saves
Saving players async is extremely dangerous. This will force it to main
the same way we handle async chunk loads.
2017-01-07 15:41:58 -05:00
Aikar
4ca188a20e Provide E/TE/Chunk count stat methods
Provides counts without the ineffeciency of using .getEntities().size()
which creates copy of the collections.
2017-01-07 15:24:46 -05:00
Aikar
2aa9d5bf18 PlayerTeleportEndGatewayEvent
Allows you to access the Gateway being used in a teleport event
Fix the offset used for player teleportation
2016-12-31 21:44:50 -05:00
Aikar
746f540e81 Firework API's
== AT ==
public net.minecraft.world.entity.projectile.FireworkRocketEntity attachedToEntity
2016-12-28 07:18:33 +01:00
Alfie Cleveland
26ff64cadc Properly fix item duplication bug
Credit to prplz for figuring out the real issue
2016-12-27 01:57:57 +00:00
Riley Park
e27e53d201 Add API methods to control if armor stands can move 2016-12-21 11:47:25 -06:00
Aikar
c28a11a1d8 Configurable Cartographer Treasure Maps
Allow configuring for cartographers to return the same map location

Also allow turning off treasure maps all together as they can eat up Map ID's
which are limited in quantity.
2016-12-20 15:26:27 -05:00
Aikar
63de7b1ff6 Bound Treasure Maps to World Border
Make it so a Treasure Map does not target a structure outside of the
World Border, where players are not even able to reach.

This also would help the case where a players close to the border, and one
that is outside happens to be closer, but unreachable, yet another reachable
one is in border that would of been missed.
2016-12-20 15:15:11 -05:00
Aikar
ddd1807ad5 Optimize Level.hasChunkAt(BlockPosition)Z
Reduce method invocations for World.isLoaded(BlockPosition)Z
2016-12-02 00:11:43 -05:00
Aikar
1f63668ee9 Prevent Pathfinding out of World Border
This prevents Entities from trying to run outside of the World Border

TODO: This doesn't prevent the pathfinder from using blocks outside the world border as nodes. We can fix this
by adding code to all overrides in:
    NodeEvaluator:
    public abstract BlockPathTypes getBlockPathType(BlockGetter world, int x, int y, int z);

to return BLOCKED if it is outside the world border.
2016-12-19 23:07:42 -05:00
AlphaBlend
087a701e69 Add source to PlayerExpChangeEvent 2016-09-08 08:48:33 -07:00
Alfie Cleveland
3e9512a6fc Cache user authenticator threads 2016-11-25 13:22:40 +00:00
Zach Brown
b1018e6808 Filter bad block entity nbt data from falling blocks 2016-11-12 23:25:22 -06:00
AlphaBlend
472983f423 Add EntityZapEvent 2016-10-16 23:19:30 -07:00
Riley Park
8141041554 Configurable flying kick messages 2016-09-20 00:58:01 +00:00
Zach Brown
72bc20c589 Configurable packet in spam threshold 2016-09-11 14:30:57 -05:00
Alfie Cleveland
c7287dd5ee Optimise BlockState's hashCode/equals
These are singleton "single instance" objects. We can rely on
object identity checks safely.

Use a simpler optimized hashcode
2016-08-19 01:52:56 +01:00
Gabriele C
f7ae11f984 Add setting for proxy online mode status
TODO: Add isProxyOnlineMode check to Metrics
2016-08-05 01:03:08 +02:00
Zach Brown
a55727ff06 Don't lookup game profiles that have no UUID and no name 2016-07-16 19:11:17 -05:00
Aikar
d072c2d5fb Avoid blocking on Network Manager creation
Per Paper issue 294
2016-05-16 23:19:16 -04:00
Jake Potrebic
08698c4642 Fix global sound handling
* Only send global sounds to same world if limiting radius
* respect global sound events gamerule

Co-authored-by: Evan McCarthy <evanmccarthy@outlook.com>
Co-authored-by: lexikiq <noellekiq@gmail.com>
Co-authored-by: Aikar <aikar@aikar.co>
2016-05-31 22:53:50 -04:00
Martin Panzer
ef21fd4166 Faster redstone torch rapid clock removal
Only resize the the redstone torch list once, since resizing arrays / lists is costly
2016-05-23 12:12:37 +02:00
Zach Brown
bdd96190e0 Optional TNT doesn't move in water 2016-05-22 20:20:55 -05:00
Aikar
cda878cf64 Async GameProfileCache saving 2016-05-16 20:47:41 -04:00
Aikar
07c767b6f4 LootTable API and replenishable lootables
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.

This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"

== AT ==
public org.bukkit.craftbukkit.block.CraftBlockEntityState getTileEntity()Lnet/minecraft/world/level/block/entity/BlockEntity;
public org.bukkit.craftbukkit.block.CraftLootable setLootTable(Lorg/bukkit/loot/LootTable;J)V
public org.bukkit.craftbukkit.entity.CraftMinecartContainer setLootTable(Lorg/bukkit/loot/LootTable;J)V
2016-05-01 21:19:14 -04:00
Aikar
b8d05bbc27 Don't save empty scoreboard teams to scoreboard.dat 2016-05-07 23:33:08 -04:00
Aikar
6d39090450 remove null possibility for getServer singleton
to stop IDE complaining about potential NPE
2016-04-28 00:57:27 -04:00
Riley Park
217a52eaa8 Add ability to configure frosted_ice properties 2016-04-21 23:51:55 -07:00
Zach Brown
3532e55dab EntityRegainHealthEvent isFastRegen API
Don't even get me started
2016-04-22 01:43:11 -05:00
Aikar
b414f3d993 Configurable RCON IP address
For servers with multiple IP's, ability to bind to a specific interface.

== AT ==
public net.minecraft.server.dedicated.Settings getStringRaw(Ljava/lang/String;)Ljava/lang/String;
2016-04-16 00:39:33 -04:00
Riley Park
d743b03fb6 Add handshake event to allow plugins to handle client handshaking logic themselves 2016-04-13 20:21:38 -07:00
Aikar
a99426b5fe Configurable Player Collision 2016-04-13 02:10:49 -04:00
Aikar
1056951a73 Optimize DataBits
Remove Debug checks as these are super hot and causing noticeable hits

Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png

Optimize redundant converting of static fields into an unsigned long each call by precomputing it in ctor
2016-04-05 21:38:58 -04:00
Aikar
55db966770 Fix Cancelling BlockPlaceEvent triggering physics 2016-04-03 17:48:50 -04:00
Aikar
eb76e508f5 Configurable random tick rates for blocks
A general purpose patch that includes config options for the tick rate
of a variety of blocks that are random ticked.

Co-authored-by: MrPowerGamerBR <git@mrpowergamerbr.com>
2016-04-03 16:28:17 -04:00
Jedediah Smith
e2263633d4 Add PlayerUseUnknownEntityEvent
Adds the PlayerUseUnknownEntityEvent to be used by plugins dealing with
virtual entities/entities that are not actually known to the server.

Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
2016-04-02 05:09:16 -04:00
Aikar
f9ef3612f7 Do not load chunks for Pathfinding 2016-03-31 19:17:58 -04:00
Antony Riley
db2502d732 Sanitise RegionFileCache and make configurable
RegionFileCache prior to this patch would close every single open region
file upon reaching a size of 256.
This patch modifies that behaviour so it closes the the least recently
used RegionFile.
The implementation uses a LinkedHashMap as an LRU cache (modified from HashMap).
The maximum size of the RegionFileCache is also made configurable.
2016-03-29 08:22:55 +03:00