The existing regex is too open and allows for the absence of any actual
number data, detecting an NBT entry of just the letter "i" in upper or
lower case. This causes a single-character NBT entry to be processed as
an integer ending in "i", passing an empty String to to Integer.parseInt,
triggering an exception in loading the item.
This commit forces numbers to be present prior to the ending "i"
letter.
Datapacks check this on load and are built concurrently. This was breaking them badly due
to race conditions.
Plus, .canUse we want to be safe for async anyways.
This forces the despawn counter to start ticking regardless of
state after the arrow has been alive for 200 ticks (10 seconds)
instead of getting stuck in a never despawn state (bubble columns,
etc).
Fixes per world difficulty with /difficulty command and also
makes it so that the server keeps the last difficulty used instead
of restoring the server.properties every single load.
Caused the server to revert to the player's overworld coordinates
after teleporting into the end.
Sidenote: The underlying issue is that the move call can teleport
entities and do other things like kill the entity. In the future,
to fix all exploits derieved from this usually unexpected
behaviour, we need to move all of this dangerous logic outside
of the move call and into an appropriate place in the tick method.
This patch fixes a bug in the EndIslandDensityFunction class where the distance
from 0,0 squared overflows the maximum size of an integer. The overflow leads
to hard chunk borders around 370,000 blocks from 0,0. After this cutoff there
is a few hundred thousand block gap before end land resuming to generate at
530,000 blocks from spawn. This is due to the integer flipping back and forth.
The fix for the issue is quite simple, casting chunk coordinates to longs
allows the distance calculation to avoid overflow and work as intended.
This issue is being tracked in Mojira ticket MC-159283
Pistons invoke physics when they move blocks. The physics can cause
tnt blocks to ignite. However, pistons (when storing the blocks they "moved")
don't actually go back to the world state sometimes to check if something
like that happened. As a result they end up moving the tnt like it was
never ignited. This resulted in the ability to create machines
that can duplicate tnt, called "world eaters".
This patch makes the piston logic retrieve the block state from the world
prevent this from occuring.
This patch also sets the moved pos to air immediately after creating
the moving piston TE. This prevents the block from being updated from
other physics calls by the piston.
Tested against the following tnt duper design:
https://www.youtube.com/watch?v=mS7xxNGhjxs
This patch also affects every type of machine that utilises
this mechanic. For example, dead coral is removed by a physics
update when being moved while it is attached to slimeblocks.
Standard piston machines that don't destroy or modify the
blocks they move by physics updates should be entirely
unaffected.
This patch fixes https://bugs.mojang.com/browse/MC-188840
This patch also fixes rail duping and carpet duping.
Previously maps would load all chunks in a certain radius depending on
their scale when trying to update their content. This would result in
main thread chunk loads when they weren't really necessary, especially
on low view distances or "slow" async chunk loads after teleports or
other prioritisation.
This changes it to only try to render already loaded chunks based on
the assumption that the chunks around the player will get loaded
eventually anyways and that maps will get checked for update every
five ticks that movement occur in anyways.
Server.reload() had this logic to give time for tasks to shutdown,
however shutdown did not...
Adds a 5 second grace period for any async tasks to finish and warns
if any are still running after that delay just as reload does.
Adds a new method to fetch the location of a player's bed without generating any sync loads.
getPotentialBedLocation - Gets the last known location of a player's bed. This does not preform any check if the bed is still valid and does not load any chunks.
Adds an option for maximum exp value when merging orbs
Adds ExperienceOrbMergeEvent
Fired when the server is about to merge 2 experience orbs
as entities. Plugins can cancel it if they want to ensure experience orbs do not lose important
metadata such as spawn reason, or conditionally move data from source to target.
Fixes an issue where the stacked count was not taking into account
for mending repairs and when merging with spigot's merge-on-spawn
logic
== AT ==
public net.minecraft.world.entity.ExperienceOrb count
Co-authored-by: Aikar <aikar@aikar.co>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
== AT ==
public net.minecraft.world.entity.ai.gossip.GossipContainer$EntityGossips
public net.minecraft.world.entity.ai.gossip.GossipContainer$EntityGossips <init>()V
public net.minecraft.world.entity.ai.gossip.GossipContainer gossips
See: https://www.evanjones.ca/java-bytebuffer-leak.html
This is potentially a source of lots of native memory usage.
We are clearly seeing native usage upwards to 1-4GB which doesn't make sense.
Region File usage fixed in previous patch should of tecnically only been somewhat
temporary until GC finally gets it some time later, but between all the various
plugins doing IO on various threads, this hidden detail of the JDK could be
keeping long lived large direct buffers in cache.
Set system properly at server startup if not set already to help protect from this.
This notably fixes the newest "Donkey Dupe", but also fixes a lot
of dupe bugs in general around nether portals and entity world transfer
We also fix item duplication generically by anytime we clone an item
to drop it on the ground, destroy the source item.
This avoid an itemstack ever existing twice in the world state pre
clean up stage.
So even if something NEW comes up, it would be impossible to drop the
same item twice because the source was destroyed.