Commit Graph
100 Commits
Author SHA1 Message Date
Aikar 2011e076be [CI-SKIP] Undo an accidental merger of patches
Accidently merged 1 pathfinding patch into a light patch instead
of the other pathfinding page.

Fixed that. Hand editting patch master race
2018-10-04 23:31:01 -04:00
Aikar bdd77afa95 More improvements to activation range, improve turtles
improved the water code so that immunity wont trigger if the entity
has the water pathfinder system active, so this improves support
for all entities that know how to behave in water.

Merged 2 EAR patches together, and removed an MCUtil method that
doesnt have a purpose anymore
2018-10-04 23:18:46 -04:00
Aikar c4cbda699b Report errors correctly from FutureTasks
Anything that posts something to main thread was not
correctly reporting their errors to the logger, passing the
ExecutionExcetion instead of the cause. This resolves that,
as well as patches some simple cases of System.nanoTime where mojang
had used a LongSupplier to use a different method on client.
2018-10-04 01:45:11 -04:00
Aikar 41e3db6b65 Fix lag caused by water mobs across the board - Fixes #1462
This update introduces Entity Activation Range for water mobs.

Activation Range has been one of my biggest performance improvements
I ever added to Minecraft, however "Entity is in Water" is an immunity
case that keeps an entity active.

This update ignores the water check for known water based mobs, allowing
them to actually go inactive.

In addition to that, a new config option was added to spigot.yml to go with
the rest of the entity-activation-range options to let you configure
aquatic mobs like fish, squid and dolphins separately.

This should overall fix all lag caused by water mobs.
2018-10-04 01:21:02 -04:00
Aikar 965bbdd8fb [CI-SKIP] Remove Trove and update to fastutul 8 on -api
These deps were marked as provided, not compile, so they were never
exposed to plugins anyways as we THOUGHT we had done, oops.

Well plugins can still add fastutil to their build and use the
deps as provided by minecraft.

This ensures -api side does not use a deprecated API as fastutil 8
removed the deprecated methods.
2018-10-03 21:18:47 -04:00
Aikar 3058a042a5 Add config options to paper.yml for Async Chunks and Shared Host Overrides
Shared Hosts have been concerned over the increased CPU usage that Async Chunks
has introduced. We understand that shared hosts can't allow 1 client
to abuse the systme resources depriving other servers of cpu time, so we've
added some configs to allow hosts to force some settings.

Hosts, you may set the following SYSTEM ENVIRONMENT VARIABLES (NOT JVM FLAGS)
to change some behavior:

PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=1   - Enable Single Threaded World Generation (capping CPU Usage
PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=2   - Disable Async Chunk Generation - Please do not do this!!!
  - Minecraft is moving towards asynchronousm per-world chunk generation itself. You need to prepare
  - for this, so please do not disable async chunk generation.

PAPER_ASYNC_CHUNKS_SHARED_HOST_LOAD=#  - Where # is Maximum number of threads to use on Chunk Loading
  - This is a max, so your end user can reduce it more too. I suggest no lower than 2. Minimum is 1.
  - These are usually much faster request, so outside of loading entire worlds, They usually do not
  - get as much load. Paperby default uses CPU Core count * 1.5, so this may default to a higher value
  - on shared host and you should override it with this value to say 2-4.

These settings will override your clients paper.yml options. Set as a system wide environment
variable to ensure all Paper clients respect your resource usage desires.

Resolves #1520
2018-10-02 23:42:29 -04:00
Aikar 4899a1eb93 Disable use of Locks on main thread for DataPaletteBlock
This should greatly improve performance by using a No Op lock
while on the main thread.

Vanilla always had a write lock on write operations, but we added
a Read Lock during Async Chunks to make concurrent writes non fatal
for Async Chunks.

This means we added on a bunch of over head to all chunk read operations.

This corrects that, as well as disabling the write lock while on main thread.

It is a general rule that you do not touch a chunk async once it is loaded
into the world, as we never had locks on the chunk before 1.13 even.

So once we are on main, we don't expect concurrent access to begin with,
so we don't need the write locks either.
2018-10-02 22:29:31 -04:00
Aikar 6b6c3587bc Optimize some light chunk access
light calculations repeatedly looks up the same chunk while going
down on the Y access. Pass the chunk to it to skip many round trips
to the map lookup process.

while the gains arent as big since we have last access cache, it
should hopefully avoid many callstacks of depth and improve inlining,
as well as avoids entering a synchronized code block.

The avoiding of entering synchronized section is the main goal here.
2018-10-02 21:55:30 -04:00
Aikar 03d7841172 [CI-SKIP] Update test server rebuild logic
Many times I've ran paper test trying to SHUTDOWN
the existing test server, only for it to see that my target folder
is missing (for whatever reason), and it try to build paper to make
the jar exists.

Well, the patch process will wipe out any uncommitted changes, causing
loss of work.

Now we will only build patches if your missing your entire Paper-Server
folder, and only trigger a mvn compile if the jar is missing.
2018-10-02 21:44:03 -04:00
Aikar e7ff2c2126 Fix Async Chunk Load Callback if chunk was already loaded
Fixes ACL API mainly, but might fix other smaller things too

Also improved the high priority check if the chunk was already marked done
2018-10-01 01:00:09 -04:00
Aikar 065868036c Optimize Spare Chunk loads to be removed faster
this has technically been a longer standing problem, but if an async
chunk loads after a chunk has been removed from the chunk map, it would
be treated as any other spare chunk and kept loaded until Chunk GC kicks in.

This fixes that, but also obsoletes ChunkGC in that anytime we load a spare
chunk (a chunk outside of any players view distance), we will immediately
mark it for unload.

This should reduce the amount of spare chunks loaded on a server.
2018-09-30 20:34:05 -04:00
Aikar 5ced56f8d2 Fix village check
obf helper was in an unimported file, so just going to skip helper here
2018-09-29 12:20:29 -04:00
Aikar b3416da15e Fix Village Loading Doors fix, add config option, hopefully fix farms
The patch was previously applied wrong, and still caused chunk loads.

Now, we will prevent it again, but also added a config option to
disable this optimization.

However, I also updated it so that doors are not removed if the chunk
the door is in is unloaded, so this should avoid breaking farms.

Fixes #1506
2018-09-29 12:03:11 -04:00
Aikar aa463a9b85 Fix Sending Chunks to Client - Fixes #1504
Vanilla has some screwy logic that doesn't send a chunk until
it has been post processed. This is an issue as post processing
doesn't occur until all neighbor chunks have been loaded.

This can reduce view distance while generating terrain, but also
cause bugs where chunks are never sent to the client.

This fix always sends chunks to the client, and simply updates
the client anytime post processing is triggered with the new chunk data.
2018-09-29 01:22:21 -04:00
Aikar 1b331d8534 Fix bug in async load order priority
accidently had priority inverted!

This will greatly improve visual chunk load speeds
2018-09-28 23:12:16 -04:00
Aikar 5b212525c7 Don't recheck type after setting a block
The server does a "Did my update succeed" check after setting
a blocks data to a chunk.

However, writes can not fail outside of a hard error or a
a race condition from multiple threads writing, which is
not something that should ever occur on the server.

So this check is pointless, as if it did occur, the server would
be having data corruption issues anyways.

This provides a small boost to all setType calls.
2018-09-28 22:40:04 -04:00
Aikar b495b7acce Fix issues with entity loss due to unloaded chunks
Vanilla has risk of losing entities by causing them to be
removed from all chunks if they try to move into an unloaded chunk.

This pretty much means high chance this entity will be lost in this scenario.

There is another case that adding an entity to the world can fail if
the chunk isn't loaded.

Lots of the server is designed around addEntity never expecting to fail for these reasons,
nor is it really logical.

This change ensures the chunks are always loaded when entities are
added to the world, or a valid entity moves between chunks.

Hopefully will fix issues #1496 and #1434
2018-09-28 22:39:20 -04:00
Aikar 797e0b8dd7 Remove Water optimization from the Light Optimizations
case was found where it could cause light to become incorrect

But we still get to optimize out any same block updates which reduces light operations
2018-09-28 22:37:43 -04:00
Aikar 789ee71ee8 Remove the "Entity already removed" warning unless debug entities is on 2018-09-28 22:37:11 -04:00
Aikar b457bf2c57 Optimize Light Recalculations
The server triggers light recalculations even if the new block
is the same as the old block. At this time, BlockData Properties
do not impact light calculations.

So the only way light should change, is if the block itself
changes from 1 block to another.

Additionally, as of 1.13, water now only blocks 1 light level
instead of 3, meaning that light level decreasing is the same as air.

This means, transitions between water and air also do not need
to recalculate light, which saves a TON of updates caused by
fluids flowing.
2018-09-28 21:30:03 -04:00
Aikar d10ea572de Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
39ce5d3a SPIGOT-4399: ItemMeta.equals broken with AttributeModifiers

CraftBukkit Changes:
1cf8b5dc SPIGOT-4400: Populators running on existing chunks
116cb9a1 SPIGOT-4399: Add attribute modifier equality test
5ee1c18a SPIGOT-4398: Set ASM7_EXPERIMENTAL flag
2018-09-28 19:31:59 -04:00
Aikar 6be5c7a3f0 Ignore Dimension NBT field in Entity data
Minecraft is trying to set Dimension Objects based on a Dimension ID

Dimension ID's for custom worlds are dynamically allocate dand not guaranteed
consistent.

This removes checking the NBT data, as the Entity will always have its
DimensionManager set to the world it is being placed into.

This fixes corrupt entities breaking chunk saving in custom worlds.
2018-09-27 00:11:50 -04:00
Aikar 16846b782c Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.

This update has been tested to ensure that World Conversion still occurs correctly.

Bukkit Changes:
0812ce2c SPIGOT-4397: isChunkGenerated API

CraftBukkit Changes:
4824655c SPIGOT-4398: Upgrade to ASM 6.2.1 for better Java 11 support
eea43870 MC-134115: Fix issues converting tile entities
1a7f2d10 SPIGOT-4397: isChunkGenerated API
40aed54d SPIGOT-4396: Improve vehicle movement

Spigot Changes:
f6a273b1 Rebuild patches
2018-09-26 22:35:42 -04:00
Daniel Ennis 58a9ea2926 Async Chunk Loading and Generation (#1397)
This restores Asynchronous Chunk Loading to 1.13, as well as adds Asynchronous Chunk Generation..

This provides a massive boost to server performance and should bring 1.13 back closer to 1.12 performance levels for pre generated worlds.

World Generation will now be faster overall than 1.12 since 1.12 did not have async generation.


**DONATE:**
Lots of effort has went into making this happen. Want to say thanks and donate? 

https://donate.emc.gs/AsyncChunks
2018-09-26 18:21:44 -04:00
Daniel Ennis a8b87cc803 [CI-SKIP] Update Issue template
Added information to not use github attachments.
Added information to not report "DO NOT REPORT THIS TO PAPER" logs, because obviously that wasn't clear enough they shouldn't.
2018-09-26 17:22:20 -04:00
Aikar 265ac2bbb1 Re-enable light queue toggle, optimize neighbor checks, add max queue time
light queue is actually buggy, so re-enabling the config.

however, if anyone is ok with the buggy behavior, made the max time lost due to
light queue configurable.

We want to get to making the ligth queue default if we can make it work perfectly.

also applying neighbor optimizations to use the faster method for light checks.
2018-09-26 00:57:59 -04:00
Aikar 2c85e03e20 Updated Upstream (CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
dcb43ef8 MC-136886: locate command loads chunks without needing to.

Spigot Changes:
f823ac54 Rebuild patches
2018-09-23 21:22:57 -04:00
Aikar 659a94f658 [CI-SKIP] Add more detailed information for plugin devs 2018-09-23 13:52:37 -04:00
Aikar 1b44fd3c1b [CI-SKIP] Add copy of my checkout-pr script for other team members 2018-09-22 23:32:22 -04:00
Aikar 1f201ff86c Remove Precondition on name for AttributeModifier
Vanilla allows empty names
2018-09-22 18:42:03 -04:00
Aikar a8040517b9 Update maven url to new paper domain 2018-09-22 12:29:35 -04:00
Aikar d7c0d502eb Fix bug in last commit 2018-09-22 12:28:38 -04:00
Aikar d12c81860a Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.

This also improves the "can we still tick" time logic to always
check before running a light operation.

previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.

I've now also improved recheck gaps logic to happen at the end of all single block updates

This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.

This now just sets a marker "We need to recheck gaps" and will only occur
once.

This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.

Fixes #1466
Fixes #1431
2018-09-22 11:46:31 -04:00
Aikar 655668c630 Revert "All generated chunks should be loadable" - Fixes #1470
This reverts commit 6483b1a44f.
2018-09-22 11:32:38 -04:00
Aikar 6fa6b67f02 Improve synchronization on ExpiringMap 2018-09-21 21:43:50 -04:00
Aikar 6483b1a44f All generated chunks should be loadable
Some chunks that need conversion may fail the loadChunks pass, and
end up entering the world gen code to finish processing.

We solved this on the API level before, but this needs to apply to
all chunk loads when gen=false
2018-09-21 16:59:20 -04:00
Aikar 4ce0958029 Rework Async Chunks API in prep for merge, add utility
This adds a new Future based, Consumer<Chunk> based, and ability
to control whether or not to generate to the Async Chunk API.

Until Async Chunks merges, these API's are still synchronous, but
this commit will allow plugins to start using the API's in use
with the Async Chunks beta.
2018-09-21 16:56:08 -04:00
Aikar f2055183fc Sync Player Position to Vehicles
Player Positions could become desynced with their vehicle resulting
in chunk conflicts about which chunk the entity should really be in.
2018-09-21 11:37:38 -04:00
Aikar 497e66d1e6 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
cbb4fc16 SPIGOT-1916: Attribute modifiers for ItemStacks

CraftBukkit Changes:
8164f4b2 SPIGOT-1916: Attribute modifiers for ItemStacks

Spigot Changes:
38536abd Rebuild patches
2018-09-21 11:29:17 -04:00
Aikar 61c0a1197f MC-134115: Fix Double Chest Chunk Conversion Error
A bug with double chest conversion would lead to data
loss from chunks if they crossed chunk boundries.

This fixes the issue.

It should now be safe to upgrade worlds to 1.13.1
2018-09-20 19:13:29 -04:00
Aikar ec6b72db98 Fix concurrency issues with ExpiringMap 2018-09-20 11:43:32 -04:00
Aikar 94dc83b4cf Make a copy for worldloadevent to avoid como's - fixes #1453
If you try to load a world inresponse to another world loading,
a concurrent modification exception will throw.

This avoids that by making a defensive copy of the list for the server init stage.

you might  want to do this if you want to guarantee your world loads
immediately after the vanilla worlds before another plugin has a chance
to load worlds during POST_WORLD plugin stage.
2018-09-18 19:30:49 -04:00
Aikar 3dfc0ef816 Optimize Server World Map
Minecraft moved worlds to a hashmap in 1.13.1.
This creates inconsistent order for iteration of the map.

This patch restores World management to be back as an Array.

.values() will allow us to iterate as it was pre 1.13.1 by
ArrayList, giving consistent ordering and effecient iteration performance.

KeySet and EntrySet iteration is proxied to the List iterator,
and should retain manipulation behavior but nothing should be doing that.

Getting a World by dimension ID is now back a constant time operation.

Hopefully no other plugins try to mess with this map, as we are only handling
known NMS used methods, but we can add more if naughty plugins are found later.

Multiverse was tested with this and no breakage.
2018-09-18 01:33:40 -04:00
Aikar e3c82e72c0 Support Overriding World Seeds - Closes #350
Allows you to add to paper.yml

seed-overrides:
  world_name: some seed value

This will ignore every where a seed is set/created/loaded and force
a world to use the specified seed.

This seed will end up being saved to the world data file, so it is
a permanent change in that it won't go back if you remove it from paper.yml
2018-09-17 23:38:17 -04:00
Aikar bf7742bf96 Use BigDecimal to improve accracy of TPS results - long live 20 TPS!
It's always been commonly said to 'ignore' that TPS was '19.X', that
it was fine.

I suspect that the inaccuracy of floating point math resulted in us
losing precision over time, making it difficult to actually get back to 20,
as you know the fun 0.1 + 0.1 ... 9 more times != 1 problem.

BigDecimal supports working with doubles with higher precision.

This change makes it so our RollingAverage class maintains all of the data
using BigDecimal and using BigDecimal arithematic operations.

This ensures we have extremely high precision, enabling us to
actually be able print '20 TPS' when TPS is perfect.
2018-09-17 22:32:37 -04:00
Aikar fda3e873f6 Ensure mobs don't spawn out of world border
this is originally what I thought #1333 was, but wasn't, but this is still valid fix
2018-09-17 21:50:02 -04:00
Aikar 7011002f6a I dedicate this to Billy, the one and true dolphin rider
Fixes a data fixer bug
2018-09-17 00:41:20 -04:00
Aikar bd4927d174 more improvements to expiring map stuff 2018-09-16 03:21:52 -04:00
Aikar a6792af72a prevent crashes on expiring map desync, dont spam logs 2018-09-16 02:57:22 -04:00
Aikar c041a06904 Override some more methods in ExpiringMap to ensure fix
Seen some warnings of leak still being detected.

I'm not sure what's missing, so I'm adding nearly everything.
2018-09-16 01:04:40 -04:00
Aikar ac9a6783a3 fix bug in last bug fix, recursion! 2018-09-16 00:26:32 -04:00
Aikar e5986b1576 Fix major memory leaks in ExpiringMap
computeIfAbsent would leak as the entry
was never registered into the ttl map

This fixes that ,as well as redesigns cleaning to
not run on every manipulation, and instead to run clean
once per tick per expiring map.
2018-09-16 00:01:48 -04:00
Aikar 067d7e4f86 Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
94b8708a SPIGOT-4373: Item display colours are white by default
61668436 SPIGOT-4378: Fix mistakenly included code
2018-09-15 19:13:40 -04:00
Aikar fe975151cb Fix loop risk in mob spawning around unloaded chunks
When a mob was about to load a chunk to try to spawn in, we did not
increment the attempt counter, resulting in it being stuck in the mob
spawn loop for a long time and hanging servers.
2018-09-15 13:46:01 -04:00
Aikar 69b80568e9 Concurrency and Performance Improvements to DataFixers
Found some more unsafe operations in DataFixers.

Also replaced quite a few bad uses of Map.containsKey

containsKey is a common newbie mistake that "reads" cleaner, but
results in double the performance cost of all map operations as
containsKey in MOST cases where null values are not used is identical to get() == null

Considering how deep datafixers go in call stacks, with tons of map lookups,
this micro optimization could provide some gains.

Additionally, many of the containsKey/get/put style operations were
also a concurrency risk, resulting in multiple computation/insertions.
2018-09-15 13:22:14 -04:00
Aikar 47ff1783bc Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
47b9cf30 SPIGOT-4372: LightningStrikeEvent cause API
a9ceda75 Include the plugin channel name in the exception message

CraftBukkit Changes:
a4bdecff SPIGOT-4372: LightningStrikeEvent cause API
34caaf6d SPIGOT-4371: Trident damaged when event cancelled
97315374 SPIGOT-4369: Handle cancelled trident event
bf1c8273 SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled

Spigot Changes:
6b015b4b SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
2018-09-15 12:10:26 -04:00
Aikar 79562c8f7a MC-136886: Don't load chunks looking for features - Fixes #1438
I'm sure a few servers have crashed due to this.
2018-09-13 22:36:38 -04:00
Aikar 9e5220a4bb Add ItemStackRecipeChoice Draft API
This is based on Spigots Draft API. This is subject to change

Allows creating recipes that must match isSimilar to full item stack.
2018-09-13 21:41:19 -04:00
Aikar 716d4d5751 Performance & Concurrency Improvements to Permissions
Modifying of permissions was only half protected, enabling concurrency
issues to occur if permissions were modified async.

While no plugin really should be doing that, modifying operations
are not heavily called, so they are safe to add synchronization to.

Now, all modification API's will be synchronized ensuring safety.

Additionally, hasPermission was victim to a common java newbie mistake
of calling if (containsKey(k)) return get(k), resulting in 2 map lookups.

Optimized it to simply be a single get call cutting permission map
lookups in half.
2018-09-13 20:55:31 -04:00
Aikar 1729151c19 Missed a case where fish could load chunks 2018-09-12 21:58:38 -04:00
Aikar f8f640518e Optimize Biome Mob Lookups for Mob Spawning
Uses an EnumMap as well as a Set paired List for O(1) contains calls
2018-09-12 21:50:34 -04:00
Aikar eef452ee12 Prevent fish from loading/generating chunks 2018-09-12 21:25:02 -04:00
Aikar 75ad3eecdc Prevent mob spawning from loading chunks 2018-09-12 21:18:31 -04:00
Aikar e0374d0ada Fix pathfinding NPE - Fixes #1435 2018-09-12 21:17:59 -04:00
Aikar 8565cb00e3 [CI-SKIP] Use papermc.io domain and add info for plugin devs 2018-09-11 19:50:07 -04:00
Aikar 0b5eace455 ensure world is set for pathfinders 2018-09-11 19:10:14 -04:00
Aikar 36848f4949 Prevent pathfinding and zombie AI from loading chunks 2018-09-11 00:07:19 -04:00
Aikar 0631cf3192 Prevent fluids from loading chunks - major performance boost 2018-09-10 23:38:16 -04:00
Aikar 6711724fae Updated Upstream (CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
7033f180 Hoist out synchronisation from ChunkRegionLoader

Spigot Changes:
500ff5d4 Rebuild patches

Additional Paper changes:
Fixed Versioned World Folders to not synchronize on ChunkRegionLoader
Optimized Save Queue even more to use a Long2ObjectOpenHashmap for save map
Add World#getXIfLoaded to IWorldReader to expose it to more places
2018-09-10 22:38:42 -04:00
Aikar b86056bae2 Mob Pathfinding API
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity

This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
2018-09-09 21:50:12 -04:00
Aikar 14d6ee0495 Rename some methods per discussion in channel 2018-09-09 21:45:54 -04:00
Aikar c5811952b4 [CI-SKIP] adjust test server memory flags 2018-09-09 16:59:33 -04:00
Aikar d039f43117 Forgot to rebuild patches after I fixed things in upstream update 2018-09-09 15:29:22 -04:00
Aikar 2041815962 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
3e2858f6 SPIGOT-4352: MoistureChangeEvent
5466e281 Add BlockDispenseArmorEvent

CraftBukkit Changes:
3123a069 SPIGOT-4352: MoistureChangeEvent
226db0ea Add BlockDispenseArmorEvent
cd367fa4 Fix bad thread safety in ChunkRegionLoader
3f5ca5f2 SPIGOT-4355: Improve cancelling VehicleEnterEvent

Spigot Changes:
145a37ae Rebuild patches
3f2423cc Rebuild patches
2018-09-09 15:26:56 -04:00
Aikar cc238c61a0 You can use EntityPathfindEvent to cancel new pathfinds from overriding your current 2018-09-09 14:48:32 -04:00
Aikar 75d51d6f9f getextPointIndex was not needing to be boxed/nullable 2018-09-09 14:36:51 -04:00
Aikar 0ae2903d8a Mob Pathfinding API
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity

This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
2018-09-09 12:58:47 -04:00
Aikar f848af3df4 Merge branch 'master' into pre/1.13
* master:
  Remove no longer needed tests due to last change
2018-09-09 01:14:52 -04:00
Aikar e0c865681c Remove no longer needed tests due to last change 2018-09-09 01:14:18 -04:00
Aikar ae158dbbc8 Merge branch 'master' into pre/1.13
* master:
  Remove deadlock risk in firing async events
2018-09-09 01:06:44 -04:00
Aikar 68b25624d8 Remove deadlock risk in firing async events
The PluginManager incorrectly used synchronization on firing any event
that was marked as synchronous.

This synchronized did not even protect any concurrency risk as
handlers were already thread safe in terms of mutations during event
dispatch.

The way it was used, has commonly led to deadlocks on the server,
which results in a hard crash.

This change removes the synchronize and adds some protection around enable/disable
2018-09-09 01:04:29 -04:00
Aikar 5ae4306581 Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
632449b6 SPIGOT-4349: End portal has wrong TeleportCause
3eb8af23 SPIGOT-4348: Use online player for setting skull owner if possible
2018-09-06 22:08:35 -04:00
Aikar a1590d9769 Fix yet another issue with concurrency with datafixers 2018-09-04 01:50:14 -04:00
Aikar e24d823e5f Fix another case of concurrency issue in data fixers 2018-09-04 00:02:38 -04:00
Aikar 0753080fe7 Fix concurrency issues in DataFixers
We are seeing issues with DataFixers being not thread safe in async chunks
and even in some spigot packet sending code.

There are a few more global objects that are mutated that need to
be synchronized to be safe for use over multiple threads.

There may be more cases, but these are extremely obvious ones.
2018-09-03 22:36:41 -04:00
Aikar ce32154f65 [CI-SKIP] Download mojang libraries sources so we can modify them 2018-09-03 19:55:14 -04:00
Aikar 62c2210d6c Check that phantom spawned uuid is set for save/load
Fixes #1408

Spawn eggs wont have a player set
2018-09-03 15:22:41 -04:00
Aikar bc78ff210a [CI-SKIP] Improve last patch to not use wildcard
Since were having issues on windows for too many patch file names,
figured better use -R instead.

Also added $basedir back
2018-09-03 14:57:29 -04:00
Aikar a289645aa9 [CI-SKIP] Fix the NMS Imports detecting our own files
the way I handled this on my fork was using the metadata in the
git "stats" output of patches, however we don't include stats in
the patch files for paper so the code didn't work.

Changed the code to detect our own file editions inside of NMS
to a method that works without stats.

So we no longer need to manually add files to this list
2018-09-03 14:52:26 -04:00
Aikar f5e95be322 Remove Pass World Tile Entities patch
Some things break from this, while this was trying to fix other things
since the thing this patch tried to fix still had problems and required
yet another fix, just going to remove this patch.
2018-09-03 12:23:25 -04:00
Aikar d76de615d5 fix typo in patch file 2018-09-03 10:38:28 -04:00
Aikar 06787e40db Merge remote-tracking branch 'origin/master' into pre/1.13 2018-09-03 10:32:30 -04:00
Aikar e45e15cfb0 Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
dc69d2b3 Fix unbound shaped recipe ingredients
2018-09-01 00:30:04 -04:00
Aikar 6d1e141269 fix bug in needs redecomp deleting wrong directory 2018-08-31 23:59:03 -04:00
Aikar c77b303abe Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
eaf05a2a Expand Recipe API to allow multiple Materials per slot

CraftBukkit Changes:
4c219e2a Expand Recipe API to allow multiple Materials per slot
2018-08-31 23:53:49 -04:00
Aikar e82ef9ec05 Switch to using ForgeFlower for Paper Only mc-dev imports
ForgeFlower is better than Spigots FernFlower at decompiling the source.

However, in order to maintain the CraftBukkit patches, we must keep
using spigots for the primary.

However, for any file that we import on top of Spigots imported files
there is nothing stopping us from using better decompiled files.

So these changes will use ForgeFlower to maintain a better set of
decomped files, so anything we add on top of Paper can start off
in a better spot.
2018-08-31 18:56:57 -04:00
Aikar bd4da1aea0 [CI-SKIP] Merge branch 'master' into pre/1.13
* master:
  Pull the last upstream updates
2018-08-31 11:53:04 -04:00
Aikar c832bed57d Pull the last upstream updates 2018-08-31 11:51:41 -04:00
Aikar f942c53fd8 Don't double add golems to world - Fixes #1385
spawnCreature adds to world now
2018-08-30 20:57:22 -04:00
Aikar a8f31a2704 Improvements to Timings
With 1.13, the idea of accessing chunks async is going to have to
be supported with the push towards thread safe chunk access mojang
has done.

This commit changes timings to always thread check at start and stop
timings and only mutate state on main thread.

This makes startTimingIfSync pointless, but I'm just going to leave
it as is.

Timings will no longer complain when used async, it just will not
do anything.

Further concurrency issues have been addressed with creating
timings handlers that may of overall been an issue for any handler
that might of been created async (happened even for things that
only timed sync)

with that, the 'protected' concept of handlers has been removed,
and 'plugin' vs 'safe' handlers are now the same.

Got rid of some guava functions in favor of java 8 real stuff now too.
2018-08-30 20:43:15 -04:00