Bukkits Visibility API should prevent players from seeing fall particles
of players that they cannot see. This commit alters the handling to
provide an EntityPlayer argument that is later used to determine if they
are visible.
We do ray tracing on arm swings to filter out swings that hit blocks since
punching blocks has its own event handling. However, some blocks cannot
be punched so the air interact type is still valid for them. Luckily
these blocks all have a means to query them so add an additional check
for this and don't fail the check for them.
This changes the logic for furnace smelt event to consider a result of
null (read: air / invalid), which will still consume an item. It also
properly considers item meta in the result, instead of only checking the
item data value.
Log4j takes a long time to load on startup. Before it loads, the server
appears to have frozen as there is no output until after. We now print
a loading message before this happens to let the user know the server
is actually working.
When pistons push/pull blocks they call Entity.move(float, float) to move
entities out of their path. For hanging entities this code path makes them
simply die and drop as an item. We now call an event in this scenario so
plugins can control this behavior.
Some types of damage are handled specially so do not end up returning an
event in handleEntityDamageEvent. To ensure we don't have problems with
these we need to check for them and simply ignore them, as they've been
handled already.
Calling this event allows plugins to react to the situation by simply
handling a normal damage event, possibly using existing code to
handle other entity damage.
Pulled from PR #1279
A vanilla server does a series of checks for the client black-listing
certain chat types (commands or chat). This change changes a CB
whitelist to the vanilla blacklist behavior.
This implements the detonate method from bukkit by setting the fuse
timer to 0. This makes a firework explode using the normal codepath,
but without waiting for the fuse.
The validation check in CraftMapView.render(CraftPlayer) filters out any
values less than 0. As of Minecraft 1.7, -128 through -113 are valid colors,
so filtering them out prevents some of the new colors from being sent.
This commit fixes the issue by adjusting the validation check to include
any values less than or equal to -113. As the minimum value for a byte is
-128, no invalid colors are included.
WorldGenerator setType and setTypeAndData have their arguments changed to
add in support for CraftBlockChangeDelegate, which changes the method
signature. This change in the method signature breaks any WorldGenerators
that aren't modified to use CraftBlockChangeDelegate.
This commit fixes the issue by readding the old method and maintaining the
CraftBlockChangeDelegate method. This makes it so that there is a
compatible method for both CraftBlockChangeDelegate WorldGenerators and
unmodified WorldGenerators.
Additionally, this commit reduces and corrects the diffs in
WorldGenerator, moving the fix for layering violations to
CraftBlockChangeDelegate.
A Block object is now passed in place of the previous id value, so the
obfuscated name for all subsequent arguments was shifted. As such,
BlockCanBuildEvent was using the incorrect values for both the material
and the location of the event.
This is corrected by swapping the values into the correct order and
providing an id based upon the Block passed into the method.
CraftBukkit modifies the IRecipe interface, adding new methods, so all
classes that implement IRecipe need to be imported and modified to add the
new methods.
Extending ShapelessRecipes implements the added methods and allows
RecipeBookClone to work with the Recipes API in a way that is consistent
with similar recipes, even if the recipe information present in the API
isn't technically correct.
Adding or removing operators was mistakenly using a loose player lookup
method, which would cause a permission refreshes on an online player whos
name starts with the name of the (offline) opped player.
Add/Remove op operations are exact name match only and the permission
refresh will behave the same way.
Both log4j and our own jline/jansi initialization attempt to catch
errors caused by jansi's use of native libraries. However both of them use
the Exception type which does not catch all errors. On Windows Server 2008
R2 Enterprise without installing extra software the required C++ libraries
are not available which causes an error that does not extend Exception. To
ensure we catch all errors I've changed both of these to catch Throwable
instead which gets us a working console minus jansi functionality.
l previously was the block id, however Minecraft's refactoring means that
the method is now passed a Block reference rather than the id. l is now
the data value of the block, so the block retrieved with that value is not
the correct block to be testing.
Something the log4j ConsoleAppender does makes the console work correctly
on Windows. After trying to pull pieces of it out and run them manually
I decided to just put the appender back. We now once again start with the
ConsoleAppender then remove it immediately after starting.
WorldMapCollection stores scoreboard, map (item), structure, and
village information. Scoreboards are explicitly handled globally,
while villages and structures are erroneously shared.
This commit separates the WorldMapCollections to not be shared among
custom worlds. Maps are special-cased to maintain the previous shared
behavior.
This change will print a warning when a plugin induces a forced save. A
player or console forcing a save (via a command) is ignored for purposes
of printing a warning.
When Minecraft first introduced an auto-save feature, we
were taken by surprise by how much of an impact it actually had on the performance
of the server. After investigating the potential causes of the significant
slow-downs we saw at the time, we came to the conclusion that it was a
combination of the auto-save interval being incredibly frequent and
servers already having an auto-save solution that was conflicting with the
newly added built-in one.
Since we noticed that most servers already had their own auto-save
solution, we decided to completely disable the built in auto-save by
default. In hindsight, however, we were so happy that we discovered and
squashed the cause of the performance issues that we forgot to consider
the future and, as a result, some servers have unfortunately been caught
by surprise when they ran their servers without any auto-save plugins.
Without the auto-save plugin conflict, however, Minecraft's default save
interval of 45 seconds is not suitable for the types of servers that run
Bukkit, to the point where it was negatively impacting performance. As
such, we've decided to re-enable the built in auto-save at an interval of
5 minutes for newly created servers.