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.
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.
For people who want all chunks to be treated equally, you can chose a fixed value.
This allows to fine-tune vanilla gameplay.
First, Enchantment order would blow away seeing 2 items as the same,
however the Client forces enchantment list in a certain order, as well
as does the /enchant command. Anvils can insert it into forced order,
causing 2 same items to be considered different.
This change makes unhandled NBT Tags and Enchantments use a sorted tree map,
so they will always be in a consistent order.
Additionally, the old enchantment API was never updated when ItemMeta
was added, resulting in 2 different ways to modify an items enchantments.
For consistency, the old API methods now forward to use the
ItemMeta API equivalents, and should deprecate the old API's.
Metadata is not meant to persist reload as things break badly with non primitive types
This will remove metadata on reload so it does not crash everything if a plugin uses it.
Under previous behavior, plugins were not able to check if a player had a permission
if it was defined in permissions.yml. there is no clean way for a plugin to fix that either.
This will change the order so that by default, permissions.yml loads BEFORE plugins instead of after.
This gives plugins expected permission checks.
It also helps improve the expected logic, as servers should set the initial defaults, and then let plugins
modify that. Under the previous logic, plugins were unable (cleanly) override permissions.yml.
A config option has been added for those who depend on the previous behavior, but I don't expect that.
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.
So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
Properly split up the chat and command handling to reflect the server now
having separate packets for both, and the client always using the correct packet. Text
from a chat packet should never be parsed into a command, even if it starts with the `/`
character.
Add a missing async catcher and improve Spigot's async catcher error message.
== AT ==
public net.minecraft.server.network.ServerGamePacketListenerImpl isChatMessageIllegal(Ljava/lang/String;)Z
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
The process of determining an entity's exposure from explosions can be
expensive when there are hundreds or more entities in range.
This patch adds a per-tick cache that is used for storing and retrieving
an entity's exposure during an explosion.