Commit graph

3250 commits

Author SHA1 Message Date
Zach Brown
d691bec84f Use correct update flag and blockdata for portals
Fixes GH-1286
2018-08-03 03:26:10 -05:00
Aikar
919b04c7b8 Merge branch 'master' into pre/1.13
* master:
  fix missed break statement and enum check on dupe uuid resolve
2018-08-03 01:33:34 -04:00
Aikar
a72b697cbb fix missed break statement and enum check on dupe uuid resolve 2018-08-03 01:32:00 -04:00
Aikar
c4fd14d690 Merge branch 'master' into pre/1.13
* master:
  MC-135506: Experience should save as Integers
  Fix EXP orb merging causing values to go negative - Closes #1169
  Add "Safe Regen" Duplicate UUID resolver and make default
2018-08-03 01:29:20 -04:00
Aikar
e966ee5aef Upstream update 2018-08-03 01:04:28 -04:00
Aikar
3522a633d6 MC-135506: Experience should save as Integers
A large orb will lose its EXP value if it went over 32k due to short truncation.
2018-08-03 00:07:02 -04:00
Aikar
712ded51a2 Fix EXP orb merging causing values to go negative - Closes #1169 2018-08-03 00:06:20 -04:00
Aikar
4128c348c2 Add "Safe Regen" Duplicate UUID resolver and make default
After witnessing behavior of the regeneration logs, its clear that Vanilla
has had bugs with saving duplicate entities for a while....

Some entities are saved in multiple chunks, and now we are bringing those duplicates
out that use to never surface.

This mode will analyze if the entity appears to be a duplicate (near the other dupe uuid)
and delete the entity instead.

This should reduce regenerations to entities that are nowhere near each other, and
therefore more likely to be subject to real UUID collisions due to our
previous bug, and therefor should survive the chunk load.
2018-08-02 23:06:03 -04:00
Zach Brown
631614f5bd Update upstream B/CB 2018-08-02 18:29:34 -05:00
Zach Brown
506745daf8 Update upstream B/CB 2018-08-02 18:12:29 -05:00
Aikar
66db17bdd4 Update upstream 2018-08-01 22:49:47 -04:00
Zach Brown
5d5faf3cc6 Make portal teleportation adjustment math more accurate
Fixes GH-1295

Non-standard sized portals exacerbate a flaw in the vanilla
portal teleportation adjustment logic.
As a result, an entity can end up slightly inside of the surrounding
portal blocks. In vanilla, this issue is minor and you are adjusted out
as if it never happened. In CraftBukkit and derivatives, the
anti-suffocation behavior activates and players end up teleported on top
of their portals.

This improves the offset so as to keep the issue from ever occurring in
the first place.

Special thanks to CarpetMod who appears to have had this fixed for some
time, and has licensed their code such that we can use it as needed.
2018-07-31 20:13:40 -05:00
Zach Brown
fdb8141a2b Add decompile fix for ChunkSection 2018-07-31 16:55:57 -05:00
Zach Brown
34186ac1a2 Update upstream CB 2018-07-31 16:45:04 -05:00
Zach Brown
f17ce0acb2 Merge branch 'master' into pre/1.13 2018-07-31 16:44:46 -05:00
Zach Brown
8930ecd00e [CI-SKIP] Add paper comment to last patch edit 2018-07-31 16:41:33 -05:00
Zach Brown
cc597bfd1d Ensure players are not marked to be removed after re-add 2018-07-31 16:39:15 -05:00
Zach Brown
1e737abf13 Re-add GH-1286 fix for portals
Accidentally removed in 897d804c62

Also added to End Portals
2018-07-31 15:16:12 -05:00
Shane Freeder
87cbe8e40c Fixup keepalive logic (closes #1274) 2018-07-31 16:39:08 +01:00
Shane Freeder
6de5639fe3 Fix misapplied line in keepalive changes 2018-07-31 15:19:18 +01:00
Shane Freeder
897d804c62 Cleanup PortalCreateEvent patch 2018-07-31 15:14:54 +01:00
Shane Freeder
a8c3640efd Merge branch 'fix-portal-create-event' of https://github.com/prplz/Paper into pre/1.13 2018-07-31 15:07:41 +01:00
Shane Freeder
09b6ad6501 Merge branch 'master' into pre/1.13 2018-07-31 14:50:40 +01:00
Michael Himing
9608bdb825 Fix nether portals (#1286) 2018-07-31 23:33:30 +10:00
Shane Freeder
d72dce83ad Break up and make tab spam limits configurable
Due to the changes in 1.13, clients will send a tab completion request
for all bukkit commands in order to factor in the lack of support for
brigadier and provide backwards support in the API.

Craftbukkit, however; has moved the chat spam limiter to also interact
with the tab completion request, which while good for avoiding abuse,
causes 1.13 clients to easilly be kicked from a server in bukkit due
to this. Removing the spam limit could cause issues for servers, however,
there is no way for servers to manipulate this without blindly cancelling
kick events, which only causes additional complications. This also causes
issues in that the tab spam limit and chat share the same field but different
limits, meaning that a player having typed a long command may be kicked from
the server.

Splitting the field up and making it configurable allows for server owners
to take the burden of this into their own hand without having to rely on
plugins doing unsafe things.

This patch has been applied to 1.12.2 in order to allow people using
plugins which allow clients of newer versions to connect, this is
not a common practice, however is being done as a level of nicety
given the current status of 1.13
2018-07-31 13:53:49 +01:00
Aikar
429c317232 Merge pull request #1214
55d5aef0 Add TNTPrimeEvent (Mark Vainomaa)

* pull/1214/head:
  Add TNTPrimeEvent
2018-07-31 01:49:40 -04:00
Aikar
1e848fb0ed Merge branch 'master' into pre/1.13
* master:
  PlayerProfile.complete shouldn't throw NPE
2018-07-31 01:44:11 -04:00
Aikar
f036462d5b PlayerProfile.complete shouldn't throw NPE
We have a result boolean for this already, and this
method was meant to be "Try from cache, if that fails, look it up"

So NPE'ing there just wasn't correct.
2018-07-31 01:37:41 -04:00
willies952002
4d30046dbf World EntityHuman Lookup Optimizations (#1291)
Fixes #1290
2018-07-31 00:27:45 -04:00
Zach Brown
452f012665 Update upstream B/CB 2018-07-30 20:19:41 -05:00
Aikar
be0ed31821 [CI-SKIP] Merge branch 'master' into pre/1.13
* master:
  Properly forward exit 1 code from the paper root command
2018-07-30 17:40:54 -04:00
Aikar
15735117d7 Properly forward exit 1 code from the paper root command
This is so the CI server can pick up when applying patches fails,
and mark the build as a failure.
2018-07-30 17:37:24 -04:00
Zach Brown
5368b241ab Fix i18n String API
In 1.13 the method previously used now returns translatable keys.
`block.minecraft.cobblestone` instead of `Cobblestone`

We just need to make sure we're translating those keys.
2018-07-30 16:07:36 -05:00
Aikar
720dabd2aa Update Upstream
Removed my ChunkLoadEvent patch as upstream fixed it
2018-07-30 01:08:59 -04:00
Aikar
5fe01c2659 Merge branch 'master' into pre/1.13
* master:
  clear current chunk and entity slice on chunk unload
2018-07-30 01:06:39 -04:00
Aikar
2b23006694 clear current chunk and entity slice on chunk unload
ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...

But apparently some people are triggering this.

See #1223
2018-07-30 00:51:58 -04:00
Aikar
ef22f9d531 Merge pull request #1244
07cf46c4 Rebuild Patches (BillyGalbreath)
9362271f AnvilDamageEvent (BillyGalbreath)

* pull/1244/head:
  Rebuild Patches
  AnvilDamageEvent
2018-07-30 00:12:03 -04:00
Anthony MacAllister
366c974474 EntityTransformedEvent (#1281) 2018-07-29 23:54:13 -04:00
willies952002
b6ba2877b7 Expand ArmorStand API (#1277)
Add the following:
- Add proper methods for getting and setting items in both hands. Deprecates old methods
- Enable/Disable slot interactions
2018-07-29 23:53:59 -04:00
Aikar
924a15f961 Fix last patch for 1.13, pulled the push button too quickly... 2018-07-29 23:05:35 -04:00
Aikar
ddd23165a6 Merge branch 'master' into pre/1.13
* master:
  MC-111480: Start Entity ID's at 1 - Closes #1287
2018-07-29 23:00:41 -04:00
Aikar
4bd8975ab6 MC-111480: Start Entity ID's at 1 - Closes #1287
DataWatchers that store Entity ID's treat 0 as special,
and can break things such as Elytra Fireworks.
2018-07-29 23:00:00 -04:00
Aikar
20bf0ed9ea Update upstream 2018-07-29 22:16:15 -04:00
Aikar
430513974f Fix bug with entities not being added from loaded chunks
No entities were lost in this bug, just we were triggering the add entities
before they were loaded due to an inconsistent order of putting chunk into chunkmap.

Any entity that appeared to be gone on the last build will now be back.
2018-07-29 21:53:02 -04:00
Aikar
1c52c3a29c [EXPERIMENTAL] Provide option to use a versioned world folder for testing
This should not ever be used in production!!

This setting is intended for testing so you can try out converting your world
without actually modifying the world files.

This will add some additional overhead to your world, but you're
just testing anyways so that's not a big deal :)

Will store in a folder named after the current version.

PlayerData and Data folders are copied on server start, so there
may be some delay there, but region files are only copied on demand.

This is highly experiemental so backup your world before relying on this to not modify it
2018-07-29 17:05:50 -04:00
Aikar
18944d81ff Process Chunk.addEntities before chunkLoadEvent
1.13 undesirably changed behavior here that chunk load event fired
before the entities were added to the world.

This means any plugin that spawns entities in chunk load event
causes the entities to be registered to the chunk, and then
added to the world twice.

Moves Entity Add to World to be done anytime a chunk is
registered to the Chunk Map, and ignore other calls.

Fixes #1288
2018-07-29 17:05:24 -04:00
Aikar
82500a59f0 Merge branch 'master' into pre/1.13
* master:
  Always process chunk registration after moving
  Always move Entity to its new Chunk even if unloaded
  If Entity is added to chunk, look up the chunk if current isnt set
  Ignore Dead Entities in entityList iteration
  Always process chunk removal in removeEntity
2018-07-29 13:12:39 -04:00
Aikar
c33b679642 update upstream 2018-07-29 12:42:07 -04:00
Hugo Manrique
3cce0c9f1b Optimize hasItemMeta (remove getItemMeta call) (#1279)
Spigot 1.13 checks if any field (which are manually copied from the ItemStack's "tag" NBT tag) on the ItemMeta class of an ItemStack is set.

We could just check if the "tag" NBT tag is empty, albeit that would break some plugins. The only general tag added on 1.13 is "Damage", and we can just check if the "tag" NBT tag contains any other tag that's not "Damage" (https://minecraft.gamepedia.com/Player.dat_format#Item_structure) making the `hasItemStack` method behave as before.

Check the `ItemMetaTest#testTaggedButNotMeta` method to see how this method behaves. (I also added some extra tests).

`hasItemMeta()` will return true if `ItemStack.getDamage() != 0` or it has the `Damage` tag or any other tag is set.

Closes #1222
2018-07-29 18:30:01 +02:00
Aikar
cf817bd292 Always process chunk registration after moving
This will help guarantee that entities are always in the
chunk that they are currently located at.

Should hopefully also fix Citizens triggering the "Saved to wrong chunk" message
2018-07-29 12:10:20 -04:00