Still call the event and change the active container though. We
want to avoid close logic because it's possible to load the
chunk through it. This should also be OK from a leak prevention/
state desync POV because the TE is getting unloaded anyways.
Fixes permission checks for vanilla commands which don't have a
requirement, as well as for namespaced vanilla commands.
== AT ==
public-f com.mojang.brigadier.tree.CommandNode requirement
== AT ==
public net.minecraft.advancements.Advancement decorateName(Lnet/minecraft/advancements/DisplayInfo;)Lnet/minecraft/network/chat/Component;
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
== AT ==
public net.minecraft.world.entity.ai.attributes.AttributeSupplier getAttributeInstance(Lnet/minecraft/core/Holder;)Lnet/minecraft/world/entity/ai/attributes/AttributeInstance;
== AT ==
public org.bukkit.craftbukkit.scoreboard.CraftScoreboardTranslations
public org.bukkit.craftbukkit.scoreboard.CraftScoreboardTranslations toBukkitSlot(Lnet/minecraft/world/scores/DisplaySlot;)Lorg/bukkit/scoreboard/DisplaySlot;
public org.bukkit.craftbukkit.scoreboard.CraftScoreboardTranslations fromBukkitSlot(Lorg/bukkit/scoreboard/DisplaySlot;)Lnet/minecraft/world/scores/DisplaySlot;
This adds config options to specify the tick rate for sensors
and behaviors of different entity types as well as timings
for those in order to be able to have some metrics as to which
ones might need tweaking.
It does not make a lot of sense to damage players if they get crammed,
especially as the usecase of teleporting lots of players to the same
location isn't too uncommon and killing all those players isn't
really what one would expect to happen.
For those who really want it a config option is provided.
This patch changes sign command logic so that `run_command` click events:
- are logged to the console
- fire PlayerCommandPreprocessEvent
- work with double-slash commands like `//wand`
- sends failure messages to the player who clicked the sign
This prevents us from hitting chunk loads for chunks at or less-than
ticket level 33 (yes getChunkIfLoaded will actually perform a chunk
load in that case).
== AT ==
public net.minecraft.world.entity.animal.Fox isDefending()Z
public net.minecraft.world.entity.animal.Fox setDefending(Z)V
public net.minecraft.world.entity.animal.Fox setFaceplanted(Z)V
public net.minecraft.world.entity.animal.Panda getEatCounter()I
public net.minecraft.world.entity.animal.Panda setEatCounter(I)V
public net.minecraft.world.entity.animal.Bee isRolling()Z
public net.minecraft.world.entity.animal.Bee setRolling(Z)V
public net.minecraft.world.entity.animal.Bee numCropsGrownSincePollination
public net.minecraft.world.entity.animal.Bee ticksWithoutNectarSinceExitingHive
public net.minecraft.world.entity.monster.piglin.Piglin isChargingCrossbow()Z
public net.minecraft.world.entity.ambient.Bat targetPosition
public net.minecraft.world.entity.monster.Ravager attackTick
public net.minecraft.world.entity.monster.Ravager stunnedTick
public net.minecraft.world.entity.monster.Ravager roarTick
public net.minecraft.world.entity.vehicle.MinecartTNT explode(D)V
public net.minecraft.world.entity.vehicle.MinecartTNT fuse
public net.minecraft.world.entity.monster.Endermite life
public net.minecraft.world.entity.projectile.AbstractArrow soundEvent
public net.minecraft.world.entity.monster.Phantom anchorPoint
public net.minecraft.world.entity.npc.WanderingTrader getWanderTarget()Lnet/minecraft/core/BlockPos;
public net.minecraft.world.entity.animal.AbstractSchoolingFish leader
public net.minecraft.world.entity.animal.AbstractSchoolingFish schoolSize
public net.minecraft.world.entity.animal.Rabbit moreCarrotTicks
public net.minecraft.world.entity.AreaEffectCloud ownerUUID
public net.minecraft.world.entity.animal.MushroomCow stewEffects
public net.minecraft.world.entity.Entity FLAG_INVISIBLE
public net.minecraft.world.entity.animal.Cat setRelaxStateOne(Z)V
public net.minecraft.world.entity.animal.Cat isRelaxStateOne()Z
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: William Blake Galbreath <blake.galbreath@gmail.com>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
Co-authored-by: booky10 <boooky10@gmail.com>
Co-authored-by: Amin <amin.haddou@frg.wwschool.de>
Co-authored-by: TrollyLoki <trollyloki@gmail.com>
Co-authored-by: FireInstall <kettnerl@hu-berlin.de>
Co-authored-by: maxcom1 <46265094+maxcom1@users.noreply.github.com>
Co-authored-by: TotalledZebra <Holappa57@gmail.com>
Mojang has flaws in their logic about chunks being concurrently
wrote to. So we constantly see crashes around multiple threads writing.
Additionally, java has optimized synchronization so well that its
in many times faster than trying to manage read write locks for low
contention situations.
And this is extremely a low contention situation.
== AT ==
public net.minecraft.world.item.enchantment.Enchantment definition
Co-authored-by: Luis <luisc99@icloud.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
When the active item is not cleared, the item is still readied
for use and will repeatedly trigger the PlayerItemConsumeEvent
till their item is switched.
This patch clears the active item when the event is cancelled
Removes a layer of indirection for EnumDirection.getAdjacent(X|Y|Z)(), which is in the
critical section for much of the server, including the lighting engine.
RegistryAccess is independant from CraftServer and
doesn't require one to be created allowing the
org.bukkit.Registry class to be loaded earlier.
== AT ==
public net.minecraft.server.RegistryLayer STATIC_ACCESS
== AT ==
public net.minecraft.world.entity.monster.Vindicator DOOR_BREAKING_PREDICATE
public net.minecraft.world.entity.monster.Zombie DOOR_BREAKING_PREDICATE
Co-authored-by: Doc <nachito94@msn.com>
* Call PlayerInteractEvent when left-clicking on a block in adventure
mode.
* Call PlayerInteractEvent when left-clicking an Entity that is out of
range in adventure/survival (entity reach is 3.0).
Co-authored-by: Moulberry <james.jenour@protonmail.com>
The maps did convert successfully, but had noisy logs due to Spigot
implementing this logic incorrectly.
This stops the spam by converting the old format to new before
requesting the world.
Track spigot issue to see when fixed: https://hub.spigotmc.org/jira/browse/SPIGOT-6181
Faster version for isSolid() that utilizes NMS's state for isSolid instead of the slower
process to do this in the Bukkit API
Adds API for buildable, replaceable, burnable too.
This fixes item position desync (MC-4) by running the item coordinates
through the encode/decode methods of the packet that causes the precision
loss, which forces the server to lose the same precision as the client
keeping them in sync.
get was calling toString() on every NBT object that was ever asked for an optional
key from the object to build a string for the error text.
When done on large NBT objects, this was using a ton of computation time building the
JSON representation of the NBT object.
Now we will just skip the value when 99.9999% of the time the text is never even printed.
This patch implements a noise cache for the end which significantly reduces the computation time of generation. This results in about a 3x improvement.
Original code by SuperCoder7979 and Gegy in Lithium, licensed under LGPL-3.0 (Source: https://github.com/jellysquid3/lithium-fabric)
Co-authored-by: Gegy <gegy1000@gmail.com>
Co-authored-by: Dylan Xaldin <Puremin0rez515@gmail.com>
Co-authored-by: pop4959 <pop4959@gmail.com>
Adds config options for modifying the spawn rates of Wandering Traders.
These values are all easy to understand and configure after a quick read of this
page on the Minecraft wiki: https://minecraft.wiki/wiki/Wandering_Trader#Spawning
Usages of the vanilla WanderingTraderSpawnDelay and WanderingTraderSpawnChance values
in IWorldServerData are removed as they were only used in certain places, with hardcoded
values used in other places.
When new advancements are added via the UnsafeValues#loadAdvancement
API, it triggers a full datapack reload when this is not necessary. The
advancement is already loaded directly into the advancement registry,
and the point of saving the advancement to the Bukkit datapack seems to
be for persistence. By removing the call to reload datapacks when an
advancement is loaded, the client no longer completely freezes up when
adding a new advancement.
To ensure the client still receives the updated advancement data, we
manually reload the advancement data for all players, which
normally takes place as a part of the datapack reloading.
BellBlockEntity has a list of entities (entitiesAtRing) that was not being cleared at the right time, causing leaks whenever a bell would be rung near a crowd of entities.
Fixes twisted vines not connecting properly when grown via
bonemeal by a player.
In general, look at making this logic more robust (i.e properly handling
cases where a captured entry is overriden) - but for now this will do.
Crystals can end up in a bad state in certain conditions which causes
an exception on the expected number of crystals going negative.
This ensures the crystals/pillars are in expected state when the dragon spawns.
See #3522
On servers with plugins that constantly churn through scoreboards, there is a risk of
degraded GC performance due to the number of scoreboards held on by weak references.
Most plugins don't even need the (vanilla) functionality that requires all plugin
scoreboards to be tracked by the server. Instead, only track scoreboards when an
objective is added with a non-dummy criteria.
This is a breaking change, however the change is a much more sensible default. In case
this breaks your workflow you can always force all scoreboards to be tracked with
settings.track-plugin-scoreboards in paper.yml.
Mojang precaches every single potential rewrite rule that could ever
exist on server startup. This includes rules from all the way back to versions from 6+ years ago.
This is the source of why the server hogs every CPU core at 100% every start.
For anyone who hard resets for updates or has force upgraded their entire world, this
results in completely wasted cpu cycles.
This massive CPU usage also delays server startup time.
We improve this by making "min version to precache" that defaults to a future version
so that no rewrite rules are precached.
someone who expects to be converting a lot chunks could theoretically set
-DPaper.minPrecachedDatafixVersion=<dataVersionConvertingFrom> as a startup
parameter and only build from that point on.
However this will likely never be needed as the server will still run
the same cache logic on demand when it's actually needed. The only
cost would be some delay on the FIRST chunk conversion, but paper already
runs chunk conversions on another thread so this will likely never be
a concern for TPS.
This patch will significantly reduce CPU use on startup, reduce memory usage,
and improve server startup time.
== AT ==
public net/minecraft/world/level/block/state/BlockBehaviour getMenuProvider(Lnet/minecraft/world/level/block/state/BlockState;Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;)Lnet/minecraft/world/MenuProvider;
Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.
Cancel any pending motion when teleported.
== AT ==
public org.bukkit.craftbukkit.inventory.CraftMetaFirework
public org.bukkit.craftbukkit.inventory.CraftMetaFirework power
public org.bukkit.craftbukkit.inventory.CraftMetaFirework getNBT(Lorg/bukkit/FireworkEffect$Type;)Lnet/minecraft/world/item/component/FireworkExplosion$Shape;
Co-authored-by: MeFisto94 <MeFisto94@users.noreply.github.com>
== AT ==
public net.minecraft.world.entity.monster.Evoker setWololoTarget(Lnet/minecraft/world/entity/animal/Sheep;)V
public net.minecraft.world.entity.monster.Evoker getWololoTarget()Lnet/minecraft/world/entity/animal/Sheep;
This patch buffers the number of logins which will attempt to join
the world per tick, this attempts to reduce the impact that join floods
has on the server
If the server attempts to load a chunk generated by a newer version of
the game, immediately stop the server to prevent data corruption.
You can override this functionality at your own peril.