Fix bug where mojang has a -90 modifier in yaw resulting in us calculating
chunks to the players left rather than in front of them.
Drastically improve Frustum Prioritization function to reduce lag from its
calculations (Found it was being spammed really heavy on world add/teleport)
Also improved the logic behind choosing chunks to prioritize.
Add Priority tickets to a radius of 3 on any login, world chnge or teleport
This should help improve world load / chunk sending upon a player changing
locations by loading those chunks faster.
Improved the Player Ticket Delayer to be a little bit smarter about delays to
let closer chunks load a bit faster and only delay the farther out ones more.
This update will provide significant improvements to priority of chunks and
reduce the cpu cost of doing these calculations.
Fixes#3530
There is some vanilla level bug where this tracking state appears
to get messed up and player doesn't exists in chunk its trying to untrack.
We returned early to prevent crashing, but I suspect if there was a level being
tracked for the chunk, it got leaked due to the early return.
So going to ensure we clean up the level tracker when this state occurs.
This may help with any leaked chunk issues.
Now supports async chunk access even though doing that is bad
and shouldn't be done anyways since we force you back to main, itll
now just delay the ticket add to main the same way.
Now only add the ticket if the plugin CAUSED the chunk load, so no longer
adds ticket if the chunk was already loaded.
Additionally, cap chunk ticket limits to 1 second (Effectively ignoring chunk-gc config
unless the config is lower than 20 ticks)
Fixes#3533
Obfuscate multiple chunks at a time over the server thread pool.
Will speed up chunk processing when anti xray is enabled.
Co-authored-by: Aikar <aikar@aikar.co>
Like previous versions, plugins loading chunks kept them loaded until
they garbage collected to avoid constant spamming of chunk loads
This adds tickets to a few more places so that they can be unloaded.
Additionally, this drops their ticket level to BORDER so they wont be ticking
so they will just sit inactive instead.
Using .loadChunk to keep a chunk ticking was a horrible idea for upstream
when we have TWO methods that are able to do that already in the API.
Not adding it to .getType() though to keep behavior consistent with vanilla.
In previous MC versions, we had a rather simple internal scheduler
for delayed tasks that would just keep pushing task back until desired
tick was reached.
The method it called to schedule the task changed behavior in 1.14, and now
this scheduler is not working nowhere near what it was supposed to be doing.
This was causing long delayed task to eat up CPU (In Oversleep for example)
Rewrite this to just use the CraftScheduler for scheduling delayed tasks.
Once this was fixed, it became quite clear the code that delayed ticket
additions for chunks based on distance was clearly not right, as it was
tested on the previous broken logic.
So the ticket delay process has been vastly revamped to be even smarter.
Chunks behind the player can load slower than the chunks in front of the player.
We also can delay ticket adding until one of its neighbors has loaded, as
this lets us get a smoother spiral out for the chunks (minus frustum intent).
Additionally on frustum previous commit inadvertently broke frustum trying to
fix an issue when the real fix lied elsewhere, so restore chunk priority so
it works again.
Prevent index out of bounds exception when finding possible matches in
the help topics.
A general empty string is caught and directed to the defaultTopic by
getHelpTopic(). #findPossibleMatches hence should not concern itself
with possible empty strings anymore.
Improves the validation when creating recipes
and RecipeChoices to closer match what is
allowed by the Codecs and StreamCodecs internally.
Adds RecipeChoice#empty which is allowed in specific
recipes and ingredient slots.
Also fixes some issues regarding mutability of both ItemStack
and implementations of RecipeChoice.
Also adds some validation regarding Materials passed to RecipeChoice
being items.
Adds new flag in HIDE_STORED_ENCHANTS which was split
from HIDE_ADDITIONAL_INFO. Adds a migration to account for
this, adding the new flag if the itemstack is old and had the
old flag.
There are lots of locations in the API where mutable
types are not cloned, either on return or when passed
as a parameter and assigned to a field, which can cause
unexpected behaviors. Let this be a lesson to use
immutable types for simple things Location, Vector, and
others.
Exposes a new suspicious effect entry type that properly represents
storable effects in the context of suspicious effects as they only
define the potion effect type and duration.
This differentiates them from the existing PotionEffect API found in
bukkit and hence clarifies that storable values in the parts of the API
in which it replaces PotionEffect.
Co-authored-by: Yannick Lamprecht <yannicklamprecht@live.de>