Commit Graph
100 Commits
Author SHA1 Message Date
Aikar 430513974f Fix bug with entities not being added from loaded chunks
No entities were lost in this bug, just we were triggering the add entities
before they were loaded due to an inconsistent order of putting chunk into chunkmap.

Any entity that appeared to be gone on the last build will now be back.
2018-07-29 21:53:02 -04:00
Aikar 1c52c3a29c [EXPERIMENTAL] Provide option to use a versioned world folder for testing
This should not ever be used in production!!

This setting is intended for testing so you can try out converting your world
without actually modifying the world files.

This will add some additional overhead to your world, but you're
just testing anyways so that's not a big deal :)

Will store in a folder named after the current version.

PlayerData and Data folders are copied on server start, so there
may be some delay there, but region files are only copied on demand.

This is highly experiemental so backup your world before relying on this to not modify it
2018-07-29 17:05:50 -04:00
Aikar 18944d81ff Process Chunk.addEntities before chunkLoadEvent
1.13 undesirably changed behavior here that chunk load event fired
before the entities were added to the world.

This means any plugin that spawns entities in chunk load event
causes the entities to be registered to the chunk, and then
added to the world twice.

Moves Entity Add to World to be done anytime a chunk is
registered to the Chunk Map, and ignore other calls.

Fixes #1288
2018-07-29 17:05:24 -04:00
Aikar 82500a59f0 Merge branch 'master' into pre/1.13
* master:
  Always process chunk registration after moving
  Always move Entity to its new Chunk even if unloaded
  If Entity is added to chunk, look up the chunk if current isnt set
  Ignore Dead Entities in entityList iteration
  Always process chunk removal in removeEntity
2018-07-29 13:12:39 -04:00
Aikar c33b679642 update upstream 2018-07-29 12:42:07 -04:00
Aikar cf817bd292 Always process chunk registration after moving
This will help guarantee that entities are always in the
chunk that they are currently located at.

Should hopefully also fix Citizens triggering the "Saved to wrong chunk" message
2018-07-29 12:10:20 -04:00
Aikar 24f2a7f9f6 Always move Entity to its new Chunk even if unloaded
Vanilla logic here would allow us to remvoe an entity from
its current chunk, and if it was going to move into an unloaded
chunk, that entity would not be added to the unloaded chunk.

This is bad because this will result in the entity being lost!

In almost all cases, the chunk will be loaded, but in the event
it wasn't, instead of losing the entity, load the chunk to add
the entity to it.
2018-07-29 12:06:35 -04:00
Aikar 372d9c2d4a If Entity is added to chunk, look up the chunk if current isnt set
Hopefully will (f)ix #1280...

I'm suspicious that Citizens isn't calling things in the same order and causes the current
chunk to not be set, which then bugs removals. Though this doesn't make any sense to me,
so this likely won't fix it...

But if the isAddedToChunk is true, we really should be returning a chunk anyways if its loaded.
2018-07-29 12:04:09 -04:00
Aikar 189b80e425 Ignore Dead Entities in entityList iteration
A spigot change delays removal of entities from the entity list.
This causes a change in behavior from Vanilla where getEntities type
methods will return dead entities that they shouldn't otherwise be doing.

This will ensure that dead entities are skipped from iteration since
they shouldn't of been in the list in the first place.
2018-07-28 12:26:36 -04:00
Aikar f94330b3e4 Always process chunk removal in removeEntity
Spigot might skip chunk registration changes in removeEntity
which can keep them in the chunk when they shouldnt be if done
during entity ticking.

Should fix some cases where "Entity is still in another chunk section"
Related to #1223
2018-07-28 12:13:52 -04:00
Aikar 1ac925f0e0 Merge branch 'master' into pre/1.13
* master:
  Fix Dupe UUID logic triggering when the duplicate is pending unload
2018-07-28 01:59:20 -04:00
Aikar 6cd0bd29ab Fix Dupe UUID logic triggering when the duplicate is pending unload
Vanilla logic checks unload queue and overwrites if its in it.
we're triggering this if a chunk unloads, and reloads immediately in same tick.

Added check for unload queue to not treat as duplicate

Also fixed the config setting not even loading
2018-07-28 01:20:06 -04:00
Aikar 817b9934c7 Merge branch 'master' into pre/1.13
* master:
  Relookup Entity Save ID if was null during precache
2018-07-27 00:44:53 -04:00
Aikar 3c8a4cb1bb Relookup Entity Save ID if was null during precache
Should fix #1280

Citizens hijacks entity map, and im guessing under the right conditions
the result might actually be null during entity creation

Pre the cache patch, the id is looked up on save, so it was fine.

Now, if its null and the save ID is requested, we will try to look
it up again and cache it if found.
2018-07-26 23:57:31 -04:00
Aikar 42e1254bbe Merge branch 'master' into pre/1.13
* master:
  Prevent Saving Bad entities to chunks
2018-07-26 00:57:16 -04:00
Aikar 119ae29b37 Prevent Saving Bad entities to chunks
See https://github.com/PaperMC/Paper/issues/1223

Should fix Vanilla bugs

Minecraft is saving invalid entities to the chunk files.

Avoid saving bad data, and also make improvements to handle
loading these chunks. Any invalid entity will be instant killed,
so lets avoid adding it to the world...

This lets us be safer about the dupe UUID resolver too, as now
we can ignore instant killed entities and avoid risk of duplicating
an invalid entity.

This should reduce log occurrences of dupe uuid messages.

Also reduce the logging spam overall.
2018-07-26 00:51:20 -04:00
Aikar 7a058415e5 Merge pull request #1256
adbb709f Fix decompile error (Hugo Manrique)
f2fe0329 Re-add Vanished players don't have rights patch (Hugo Manrique)

* pull/1256/head:
  Fix decompile error
  Re-add Vanished players don't have rights patch
2018-07-25 19:41:35 -04:00
Aikar 5d33e18bf8 Merge branch 'master' into pre/1.13
* master:
  Apply spawner delay for cancelled pre spawn events (#1276)
2018-07-25 19:07:56 -04:00
Aikar 8536a71daa Update upstream 2018-07-25 19:05:07 -04:00
Aikar c5c7f03b19 Merge branch 'master' into pre/1.13
* master:
  Expand Location Manipulation API - Closes #1265
2018-07-25 01:38:59 -04:00
Aikar 3aa400a7ca Expand Location Manipulation API - Closes #1265
Adds set(x, y, z), add(base, x, y, z), subtract(base, x, y, z);
2018-07-25 01:38:37 -04:00
Aikar 34a60bdae9 Fix RCON Ip Defaulting to wrong value - Closes #1267 2018-07-25 01:24:28 -04:00
Aikar 5992b9f2ad Update upstream and remove hopper patch for #1270 2018-07-25 01:11:08 -04:00
Aikar 9b2a8bb9cf Update upstream 2018-07-24 20:53:26 -04:00
Aikar af10851ed2 restore uuid to Entity.toString 2018-07-24 00:48:07 -04:00
Aikar a78fe918bf Optimize Region File Cache
CraftBukkit added synchronization to read and write methods. This adds
much more contention on this object for accessing region files, as
the entire read and write of NBT data is now a blocking operation.

This causes issues when something then simply needs to check if a chunk exists
on the main thread, causing a block...

However, this synchronization was unnecessary, because there is already
enough synchronization done to keep things safe

1) Obtaining a Region File: Those methods are still static synchronized.
   Meaning we can safely obtain a Region File concurrently.

2) RegionFile data access: Methods reading and manipulating data from
   a region file are also marked synchronized, ensuring that no 2 processes
   are reading or writing data at the same time.

3) Checking a region file for chunkExists: getOffset is also synchronized
   ensuring that even if a chunk is currently being written, it will be safe.

By removing these synchronizations, we reduce the locking to only
when data is being write or read.

GZIP compression and NBT Buffer creation will no longer be part of the
synchronized context, reducing lock times.

Ultimately: This brings us back to Vanilla, which has had no indication of region file loss.

Closes #1260
2018-07-23 23:50:09 -04:00
Aikar 533770f772 Merge branch 'master' into pre/1.13
* master:
  Add some debug for entity slices
  Mark chunk dirty on entity changes
  Reduce and improve dupe uuid resolve message
  Add more entity debug info
  Bring some 1.13 authors to master
  Fixed more stuff
  Remove unsed method
  Extend player profile API to support skin changes
  Extend player profile API to support skin changes
2018-07-23 23:20:41 -04:00
Aikar 6ee16a913b Update upstream 2018-07-23 23:00:57 -04:00
Aikar 782c68dad7 Add some debug for entity slices
If we find any entity in an unexpected state, log it so we can discover
what potentially put it in that state to relate to issue #1223
2018-07-23 22:55:27 -04:00
Aikar f41ff893dd Mark chunk dirty on entity changes
This is to hopefully help avoid any chunk saving entity issues.
Marks the chunk that it NEEDS to be saved, ensuring the latest state gets saved.
2018-07-23 22:54:52 -04:00
Aikar 3b12d748b4 Reduce and improve dupe uuid resolve message 2018-07-23 22:50:56 -04:00
Aikar 64077154ff Add more entity debug info 2018-07-23 22:50:47 -04:00
Aikar be34f22bf9 Bring some 1.13 authors to master 2018-07-23 21:09:25 -04:00
Aikar 1eee376989 Merge pull request #1250
Cleaned up some implementation notes to use existing Vanilla method for some things.
merged into parent patch

9526c764 Fixed more stuff (NickAcPT)
8672424c Remove unsed method (NickAcPT)
a7f45fb1 Extend player profile API to support skin changes (NickAcPT)
4cccd48a Extend player profile API to support skin changes (NickAcPT)

* pull/1250/head:
  Fixed more stuff
  Remove unsed method
  Extend player profile API to support skin changes
  Extend player profile API to support skin changes
2018-07-23 20:31:33 -04:00
Aikar af3bd62f9e Merge pull request #1248
1cff9820 PlayerElytraBoostEvent (BillyGalbreath)

* pull/1248/head:
  PlayerElytraBoostEvent

Also merged paper config into parent
2018-07-23 20:24:44 -04:00
Aikar 1ec5f04a0e Merge pull request #1254
d6bfa1a0 Re-add Option to prevent armor stands from doing entity lookups (Hugo Manrique)

* pull/1254/head:
  Re-add Option to prevent armor stands from doing entity lookups
2018-07-23 20:21:28 -04:00
Aikar 8e2ae7eb37 Merge pull request #1257
5e14f241 Put the decompile fixes into MC Dev Fixes patch (Andrew Steinborn)
9399a74c Optimize RegistryID.c() (Andrew Steinborn)

* pull/1257/head:
  Put the decompile fixes into MC Dev Fixes patch
  Optimize RegistryID.c()
2018-07-23 20:15:56 -04:00
Aikar f3a76d261a Fix a concurrency issue with chunk scheduler
It's possible we won't hit this on the servers current state since nothing is async,
but we are working towards that.

I experienced a crash due to this code during my work.
2018-07-23 19:41:41 -04:00
Aikar 7349a434ad Fix memory leak in proto chunk change 2018-07-23 19:41:29 -04:00
Aikar 77c51f1785 Update upstream 2018-07-23 18:57:54 -04:00
Aikar 68c928477c Remove debug that got left in proto chunk change last build 2018-07-22 22:33:43 -04:00
Aikar fa09f31f10 Don't save Proto Chunks
These chunks are unfinished, and waste cpu time saving these unfinished chunks.
the loadChunk method refuses to acknoledge they exists, and will restart
a new chunk generation process to begin with, so saving them serves no benefit.
2018-07-22 21:25:48 -04:00
Aikar 7c1ad2bc8d Fix spawn loading percentages 2018-07-22 19:53:01 -04:00
Aikar 84b819bcb8 Fix Chest open/close animations 2018-07-22 19:39:56 -04:00
Aikar 9108f443a8 Re-add Optimize Hoppers patch 2018-07-22 19:03:54 -04:00
Aikar 1fbc4f4d9b Re-add block inlining - Closes #1229
Also reordered MC Utils to be higher up
2018-07-22 18:46:13 -04:00
Aikar d5a4135e98 Update upstream 2018-07-22 13:10:15 -04:00
Aikar f77470d72c because upstream force pushed... lets try again 2018-07-22 01:30:37 -04:00
Aikar 70c967fb6b Update Paper to 1.13 proper - THIS IS STILL HIGHLY UNSTABLE
DO NOT RUN ON PRODUCTION SERVERS!!! Use Backups!!
2018-07-22 01:27:46 -04:00
Aikar 6b5f080374 Add mc util methods 2018-07-22 00:45:49 -04:00
Aikar 1db0b7ed58 Readd configurable max chunk gens per tick 2018-07-21 17:24:18 -04:00
Aikar d6293c533d Restore Configurable Allowance of Perm Chunk Loaders 2018-07-21 17:03:26 -04:00
Aikar 58a8ca3eae Restore World.loadChunkAsync API - but load chunks sync
We are still missing Async Chunk Loading, but plugins may be
depending on this API, so it missing blocks upgrading.
2018-07-21 16:55:43 -04:00
Aikar 1b778924c3 Rebuild patches for upstream merge 2018-07-21 16:43:00 -04:00
Aikar 7c13469d6c Merge branch 'master' into pre/1.13
* master:
  Duplicate UUID Resolve Option
  Add more information to Entity.toString
  change LAST_EDIT to PAPER_LAST_EDIT for edit commands
  Add more information to Entity.toString()
  Add Debug Entities option to debug dupe uuid issues
  Guard the Entity.SHARED_RANDOM from seed changes
  Create a symlink on not-windows to current minecraft decompile dir
2018-07-21 16:13:27 -04:00
Aikar 97d99711ff Update Upstream 2018-07-21 16:03:10 -04:00
Aikar 51f03d3579 Duplicate UUID Resolve Option
Due to a bug in https://github.com/PaperMC/Paper/commit/bd75ff8b5b715c3fdf587b6aa3c0f2ecc4bf3443
which was added all the way back in March of 2016, it was unknown (potentially not at the time)
that an entity might actually change the seed of the random object.

At some point, EntitySquid did start setting the seed. Due to this shared random, this caused
every entity to use a Random object with a predictable seed.

This has caused entities to potentially generate with the same UUID....

Over the years, servers have had entities disappear, but no sign of trouble
because CraftBukkit removed the log lines indicating that something was wrong.

We have fixed the root issue causing duplicate UUID's, however we now have chunk
files full of entities that have the same UUID as another entity!

When these chunks load, the 2nd entity will not be added to the world correctly.

If that chunk loads in a different order in the future, then it will reverse and the
missing one is now the one added to the world and not the other. This results in very
inconsistent entity behavior.

This change allows you to recover any duplicate entity by generating a new UUID for it.
This also lets you delete them instead if you don't want to risk having new entities added to
the world that you previously did not see.

But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options.

It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 14:47:05 -04:00
Aikar 1b8cee45a0 Add more information to Entity.toString 2018-07-21 14:46:56 -04:00
Aikar d291411d94 change LAST_EDIT to PAPER_LAST_EDIT for edit commands
LAST_EDIT is way too generic considering it pollutes the users global environment....
2018-07-21 12:07:33 -04:00
Aikar f8af5faa43 Add more information to Entity.toString() 2018-07-21 10:29:37 -04:00
Aikar 19cec88852 Add Debug Entities option to debug dupe uuid issues
Add -Ddebug.entities=true to your JVM flags to enable more logging
2018-07-21 10:29:14 -04:00
Aikar 33cf273156 Guard the Entity.SHARED_RANDOM from seed changes
I don't clearly see any, but as a protection for future changes.
2018-07-21 09:03:10 -04:00
Aikar 185b6b4c59 Create a symlink on not-windows to current minecraft decompile dir
This is useful for project developers switching back and forth between
1.12.2 and 1.13 so we can have our IDE automatically use the
current version we are working on for included mc-dev files.
2018-07-21 08:09:40 -04:00
Aikar c3a05c5ba0 Update master patches just merged to 1.13 2018-07-19 01:51:01 -04:00
Aikar be3fe3da6d Merge branch 'master' into pre/1.13
* master:
  Don't process despawn if entity is in a chunk scheduled for unload
  Fix Squids corrupting the entire servers entity randomness....
  Fix placement of chunk tracking - Fixes #1199
2018-07-19 01:46:11 -04:00
Aikar bc063a06e8 Don't process despawn if entity is in a chunk scheduled for unload
This won't happen anyways if the user has
"skip ticking for entities in chunks scheduled for unload" turned on,
but if they don't, protect from this instant killing the entity to
keep it vanilla in behavior

a player may teleport away, and trigger instant despawn
2018-07-19 01:25:18 -04:00
Aikar 5353f8878e Fix Squids corrupting the entire servers entity randomness....
Really hope this solves #1223

Also re-add vanilla debug messages back and add uuid to toString
2018-07-19 01:13:53 -04:00
Aikar 96f62ca759 fix a patch catboy asked me to 2018-07-18 01:08:17 -04:00
Aikar 9ce19f0321 NOT FINISHED: Current progress, updated upstream 2018-07-18 00:52:33 -04:00
Aikar 0af7fd4996 build minecraft commit before applying CraftBukkit
allows us to see what craft bukkit changed
2018-07-18 00:45:27 -04:00
Aikar bac47163e8 Delete some dupe patches (should be fixed going forward) 2018-07-16 00:32:35 -04:00
Aikar 9a22d2fdec Fix placement of chunk tracking - Fixes #1199
Spigot had code that returned early in chunk add/remove methods.

This was causing our code added to set current chunks and counts to
be skipped over if the entity was default not persistent but made persistent.

This was the source of many issues

Fixes #1208
2018-07-15 02:44:37 -04:00
Aikar 6d1a918378 NOT FINISHED!!! Current Progress on 1.13-pre7 update
This work is 100% unfinished. I am pushing it up so that we as a team
can work on this update.

Do not try to use this branch. You will fail.
2018-07-14 21:53:17 -04:00
Aikar fe9d5b5570 Fix issue with entity activation range check - #1199 2018-07-14 00:12:42 -04:00
Aikar 898b8957a8 Initial Paper-API for Bukkit 1.13 Preview 4 - THIS IS NOT SERVER
This branch/commit is only useful to those who purely use a clean Bukkit/Spigot/Paper API
and does not use NMS/OBC references.

This will let you start updating your plugin to the latest 1.13 builds of Bukkit Preview (4 as of now)

Note that this release is not final!!! API breakages may occur!

It is up to you if you find use out of this work.
2018-07-13 21:44:35 -04:00
Aikar eb1140acce Multitude of changes to attempt to fix #1199 2018-07-12 16:42:56 -04:00
Aikar 8981806621 don't use a stream for entity counts (performance) 2018-07-10 01:06:09 -04:00
Aikar 1ba951ee5d Only use stored chunk ref if it matches current chunk registration
Closes #1197

While this really undoes a lot of the desired performance gains avoiding chunk lookups,
we sadly have to accept this because we are seeing lots of bugs with entities.
2018-07-08 22:39:46 -04:00
Aikar 20aba250df Improve bed search pattern to go inwards out for bed search radius 2018-07-08 03:30:40 -04:00
Aikar 93dc25ecec Fix weird bugs with entities - Fixes #1195 2018-07-05 18:39:43 -04:00
Aikar 8ddd9ddefc Missed a case where to remove a chunk lookup on TE removal (performance, not bug fix) 2018-07-04 17:29:10 -04:00
Aikar 233a81a4ba [CI-SKIP] Remove paper tags - Fixes #1192 2018-07-04 17:26:54 -04:00
Aikar 25f583aaa4 Fix Tile Entities - #1192 Fixed 2018-07-04 17:22:38 -04:00
Aikar cc84e0fab8 Vex#getOwner API
Get's the NPC that summoned this Vex
2018-07-04 15:32:30 -04:00
Aikar 3ed90751c5 Configurable Bed Search Radius
Allows you to increase how far to check for a safe place to respawn
a player near their bed, allowing a better chance to respawn the
player at their bed should it of became obstructed.

Defaults to vanilla 1.
2018-07-04 15:23:15 -04:00
Aikar 2cde0e40c3 support plugins calling OBC directly for inventory close event 2018-07-04 12:33:38 -04:00
Aikar 2df786eb1f Avoid Chunk Lookups for Entity/TileEntity Current Chunk
In many places where we simply want the current chunk the entity
is in, instead of doing a hashmap lookup for it, we now have access
to the object directly on the Entity/TileEntity object we can directly grab.

Use that local value instead to reduce lookups in many hot places.
2018-07-04 03:56:57 -04:00
Aikar 8778a2ef97 Current Chunk for Entity and Block Entities, counts by entity type
This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.

We also store counts by type to further enable other performance optimizations in later patches.
2018-07-04 03:55:24 -04:00
Aikar 58a2e2dc04 InventoryCloseEvent Reason API
Allows you to determine why an inventory was closed, enabling plugin developers
to "confirm" things based on if it was player triggered close or not.
2018-07-03 21:57:33 -04:00
Aikar 14ccb8ebeb Add Critical missing Bukkit API - setTarget/getTarget moved down to SentientNPC
This fixes a CRITICAL missing part of the Bukkit API due to mistakes on upstream
refusing to implement the Sentient NPC baseclass of all NPC's.

Until now, the Bukkit API has not provided a way for accessing and setting
a non creature entities target.

Although Flying, Slime, Ambient, and Water mobs all supported targets internally,
you were unable to get/set it.

Now with the SentientNPC API and these API's moved down, every sentient NPC has
access to target data.
2018-07-01 22:07:35 -04:00
Aikar 2d646ba400 Subtraction goes down, not up. Silly me. 2018-06-30 04:45:17 -04:00
Aikar 0a953a924a Fix issues with getBlockState(false) not loading Tile Entity data
This only impacted people who used our useSnapshots new API in a plugin,
which obviously was no one as the data result was completely broken.

Merged the NPE check patch into mine since it has to handle it too.
2018-06-30 01:40:52 -04:00
Aikar d9c9b9a3d2 LivingEntity Hand Raised/Item Use API
How long an entity has raised hands to charge an attack or use an item

Also aliased isHandsRaised for isChargingAttack in RangedEntity
2018-06-29 00:55:29 -04:00
Aikar 278780623d RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:08:01 -04:00
Aikar 4342d72e74 EntityPathfindEvent should be an EntityEvent 2018-06-25 22:09:11 -04:00
Aikar a0146a41f2 ItemStack API additions for quantity/flags/lore 2018-06-22 23:03:46 -04:00
Aikar 6b198b5cfe Fix another case where villages load chunks 2018-06-21 22:58:09 -04:00
Aikar 34c2733939 Update Upstream 2018-06-20 23:29:33 -04:00
Aikar 899149d68d Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.
2018-06-20 23:19:46 -04:00
Aikar 5bf1029d82 Fire EntityShootBowEvent for Illusioner 2018-06-18 22:19:59 -04:00