Commit graph

35 commits

Author SHA1 Message Date
Spigot
cdb471a4bf Another attempt at 'fixing' the mob spawn issues present in CraftBukkit.
By: md_5 <md_5@live.com.au>
2013-02-02 09:02:14 +11:00
Spigot
1d7d6dcc9f Update to CraftBukkit 1.4.7-R1
By: md_5 <md_5@live.com.au>
2013-01-31 16:56:47 +11:00
Spigot
ddfda2753f Mob spawning issues - 'fix'. See below for ideal reasoning from MikePrimm, however until ideal reasoning we must live with the CraftBukkit / Vanilla behaviour since this causes far too many issues.
IIRC, the main item I was driving towards was a consequence of persistent passive mobs - specifically, the fact that allowing a population limit of N (independent of view distance, which is what vanilla does) when your view distance limits actual loaded chunks to a much smaller area than default (say a view of 4, which would be 9 x 9 chunks loaded per player - and spawnable - versus default, which is 8 radius spawn, or 17 x 17 chunks) tends to result in more mobs per chunk. For persistent mobs, this is bad - since they count for server load and for population just by being loaded, versus being despawned beyond 128 blocks (8 chunk radius - unconditional of view distance, as well) - so they can cause the population limit to be reached more easily, cutting off spawning nearer to players. The goal was to make it so that the mobs-per-loaded-chunk was about the same for all view distances, versus having low view distances cause higher mob concentrations.

    Now, all of this assumes that loaded chunks beyond those around players are modest (since they could contain passive mobs that would count towards the limits) - which they should be, except that recent CBs leak chunks like mad, from what I can see (chunk-gc has become more required than optional), and I think there may be some issues with even hostile mobs "lurking" around - possibly even after their chunks are unloaded. Anything that causes more mobs to be in places players don't see them is going to drive population limit issues, and resulting low spawn behaviors. The trick for us, trying to make big servers as practical as possible, is to shift the math the other way - given low view distances, how to best make sure that folks get reasonable spawn behavior while minimizing the time/resources spent on the server on mobs that don't help that. Realistically, I think we need to analyse the mob demographics better - especially as it relates to lower view distances (our changes have no net impact on view distances above 7) - particularly to understand how the proportion of "useful" mobs is working out (ones close enough to players to be considered contributing to game play). One thought is to manage the population limit based on mobs that are 'tickable' - if they aren't close enough to be ticking, they aren't interesting. This is likely a big issue for view distance 5 folks, since mobs cannot spawn closer than 24 (approx 1 chunk radius, given that middle chunk is 0), and don't tick when any of the chunks within a 2 chunk radius aren't loaded) - so, effectively, they "live" within a zone of 7 x 7 with the middle 3 x 3 removed (so, about 40 chunks) out of a total load zone of 11 x 11 (121) - so about 2/3 of the area containing mobs has idle mobs. Normal view distance would result in mobs ticking as far out as they can spawn (radius 8 versus a load radius of 11), so 100% of the mobs that spawn are ticking when they spawn, and all hostile mobs that are loaded are ticking (since they always despawn beyond 128 blocks / 8 chunks from a player). One interesting thought would be to limit the chunks we spawn mobs in to those where they would be ticking initially (that is, view-distance minus 2 or 3).

By: md_5 <md_5@live.com.au>
2013-01-29 16:54:36 +11:00
Spigot
455deb1188 10 years later...
By: md_5 <md_5@live.com.au>
2013-01-28 09:46:19 +11:00
Spigot
2091687de2 Fix tripwires + minecarts
By: md_5 <md_5@live.com.au>
2013-01-26 08:33:09 +11:00
Spigot
c47a51b285 Fix exp merging, oops
By: md_5 <md_5@live.com.au>
2013-01-25 18:25:18 +11:00
Spigot
37daa41841 Update patch fluff + only record sync times.
By: md_5 <md_5@live.com.au>
2013-01-25 14:00:07 +11:00
Spigot
e9144dac9b Add anti xray timings.
By: md_5 <md_5@live.com.au>
2013-01-25 13:27:22 +11:00
Spigot
27ddad7313 Handle patches merged to craftbukkit
By: md_5 <md_5@live.com.au>
2013-01-24 21:09:10 +11:00
Spigot
c1aa17a5ad Fix AIOOBE
By: md_5 <md_5@live.com.au>
2013-01-24 19:28:22 +11:00
Spigot
4cdcb01f9a Quick fix for oreobf crash, @lishid
By: md_5 <md_5@live.com.au>
2013-01-24 09:13:53 +11:00
Spigot
825efdfc3b Fix lightning - use vanilla lightning code.
By: md_5 <md_5@live.com.au>
2013-01-22 15:58:34 +11:00
Spigot
8d43341f1a Disable the ability to disable chunk-gc
By: Aikar <aikar@aikar.co>
2013-01-21 22:53:50 -05:00
Spigot
a0b9a93d01 Move Spigot config initialization code into its own class, and use it for /reload.
By: Aikar <aikar@aikar.co>
2013-01-21 21:46:53 -05:00
Spigot
e5983b9629 Reduce number of collision checks for living entities.
By: md_5 <md_5@live.com.au>
2013-01-22 10:04:57 +11:00
Spigot
33ded5df93 Add @EddGruberman's patch to fix nether portals when the nether is disabled.
By: md_5 <md_5@live.com.au>
2013-01-22 09:58:57 +11:00
Spigot
59d1636638 Check if chunk is loading before obfuscating.
By: md_5 <md_5@live.com.au>
2013-01-22 09:57:22 +11:00
Spigot
d14bfbaa67 Notify all adjacent blocks, thanks Aikar
By: md_5 <md_5@live.com.au>
2013-01-21 17:51:34 +11:00
Spigot
fff6e2d3fd Fix obfuscator being a little too effective.
By: md_5 <md_5@live.com.au>
2013-01-21 17:38:13 +11:00
Spigot
e079f48e9f Add oreobfuscator by @lishid for Spigot. Please report bugs and use with caution until stability can be verified.
By: md_5 <md_5@live.com.au>
2013-01-21 17:00:31 +11:00
Spigot
b7e4671f7f Better item merging
By: md_5 <md_5@live.com.au>
2013-01-21 14:32:12 +11:00
Spigot
353ba3e15b Fix conflicts to update to latest Bukkit, yay fluff.
By: md_5 <md_5@live.com.au>
2013-01-20 14:52:20 +11:00
Spigot
942a08c36a Add Aikar's timings patches.
By: md_5 <md_5@live.com.au>
2013-01-19 19:28:14 +11:00
Spigot
9ed1f633a0 Update patch fluff.
By: md_5 <md_5@live.com.au>
2013-01-19 19:22:25 +11:00
Spigot
1629453615 Sync free, but still safe reference cache for chunk loading.
By: md_5 <md_5@live.com.au>
2013-01-19 19:22:07 +11:00
Spigot
98a6d45daf Skip entity move if we aren't moving anywhere (aikar)
By: md_5 <md_5@live.com.au>
2013-01-19 19:20:35 +11:00
Spigot
d186cbe800 Add experimental patch to unload chunks more efficiently from the client by not grabbing them and compressing, instead just sending some predefined bytes
By: md_5 <md_5@live.com.au>
2013-01-18 22:27:42 +11:00
Spigot
c083fc0b4c Phew. I think that is 1.4.7 done
By: md_5 <md_5@live.com.au>
2013-01-18 09:27:26 +11:00
Spigot
74606fcf1c Rebuild all patches for 1.4.7
By: md_5 <md_5@live.com.au>
2013-01-18 08:58:06 +11:00
Spigot
b2f83676cf Cant forget to fix mushroom growth
By: md_5 <md_5@live.com.au>
2013-01-17 16:25:19 +11:00
Spigot
bf0a2efa81 Fix blockstem growth
By: md_5 <md_5@live.com.au>
2013-01-17 10:14:27 +11:00
Spigot
574461c520 Re add chunk snc lock and update patch files.
By: md_5 <md_5@live.com.au>
2013-01-16 11:32:20 +11:00
Spigot
dd7cd24332 Fix wheat modifier potentially crashing
By: md_5 <md_5@live.com.au>
2013-01-16 11:09:27 +11:00
Spigot
e846f2fe27 Update versioning check to correctly resolve api ver.
By: md_5 <md_5@bigpond.com>
2013-01-15 15:06:20 +11:00
md_5
017a98eb68 Initial commit - hello future of Spigot! 2013-01-15 12:18:40 +11:00