Commit Graph
96 Commits
Author SHA1 Message Date
Aikar a1a073eaae Book size limits
Puts some limits on the size of books.
2018-11-16 23:08:50 -05:00
Aikar 1d1ddeccb9 Optimize World Time Updates
Splits time updates into incremental updates as well as does
the updates per world, so that we can re-use the same packet
object for every player unless they have per-player time enabled.
2018-11-02 23:11:51 -04:00
AikarandSpottedleaf 9902ba8869 Improve Server Thread Pool and Thread Priorities
Use a simple executor since Fork join is a much more complex pool
type and we are not using its capabilities.

Set thread priorities so main thread has above normal priority over
server threads

Allow usage of a single thread executor by not using ForkJoin so single core CPU's
and reduce worldgen thread worker count for low core count CPUs.

== AT ==
public net.minecraft.Util onThreadException(Ljava/lang/Thread;Ljava/lang/Throwable;)V

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2018-10-23 23:14:38 -04:00
Aikar 539f1ba018 Don't sleep after profile lookups if not needed
Mojang was sleeping even if we had no more requests to go after
the current one finished, resulting in 100ms lost per profile lookup
2018-10-23 20:25:05 -04:00
Aikar 8ea84d0962 Prevent chunk loading from Fluid Flowing 2018-09-10 23:36:16 -04:00
Aikar ac503c148a Prevent mob spawning from loading/generating chunks
also prevents if out of world border bounds
2018-09-12 21:12:57 -04:00
AikarandShane Freeder 54b44d1f1c Prevent various interactions from causing chunk loads
Co-authored-by: Shane Freeder <theboyetronic@gmail.com>
2018-09-10 23:56:36 -04:00
Aikar ca42ec8f4e Mob Pathfinding API
Implements Pathfinding API for mobs

== AT ==
public net.minecraft.world.entity.ai.navigation.PathNavigation pathFinder
public net.minecraft.world.level.pathfinder.PathFinder nodeEvaluator
public net.minecraft.world.level.pathfinder.Path nodes
2018-09-09 13:30:00 -04:00
Aikar 1ef5dc7644 Optimize MappedRegistry
Use larger initial sizes to increase bucket capacity on the BiMap

BiMap.get was seen to be using a good bit of CPU time.
2018-08-26 20:49:50 -04:00
Aikar 5deb37bba9 Restore vanilla default mob-spawn-range and water animals limit 2018-08-18 12:43:16 -04:00
Aikar 584836a2e4 Ability to get block entities from a chunk without snapshots 2018-08-15 01:16:34 -04:00
Aikar d178f73bb8 Use a Queue for Queueing Commands
Lists are bad as Queues mmmkay.
2018-08-12 02:33:39 -04:00
Aikar 2f4d83a219 Add Debug Entities option to debug dupe uuid issues 2018-07-21 08:25:40 -04:00
Aikar 223c6c3b5a Remove unnecessary itemmeta handling 2016-11-22 00:40:42 -05:00
Aikar 394e4c04f7 Fix NBT type issues
Addresses two issues:
- MC-135506: Experience should save as Integers
- Allay duplication cooldown is saved and exposed as a long, but loaded as an int
2018-08-03 00:04:54 -04:00
Aikar eb528f5f37 add more information to Entity.toString()
UUID, ticks lived, valid, dead
2018-07-19 01:13:28 -04:00
AikarandBillyGalbreath 904c0460cc Vex#get/setSummoner API
Get's the NPC that summoned this Vex and
Allow setting the vex's summoner

Co-authored-by: BillyGalbreath <Blake.Galbreath@GMail.com>
2018-07-04 15:30:22 -04:00
Aikar 3430a002d1 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 21:56:23 -04:00
Aikar f6e7cce227 RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:00:49 -04:00
AikarandJake Potrebic 26c0e7e3d9 LivingEntity Active Item API
API relating to items being actively used by a LivingEntity
such as a bow or eating food.

== AT ==
public net/minecraft/world/entity/LivingEntity completeUsingItem()V
public net/minecraft/server/level/ServerPlayer completeUsingItem()V

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2018-06-29 00:21:28 -04:00
dddd41ac34 Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.

Co-authored-by: Esoteric Enderman <90862990+EsotericEnderman@users.noreply.github.com>
Co-authored-by: Bjarne Koll <git@lynxplay.dev>
2018-06-20 23:17:24 -04:00
Aikar d68fcd321f PlayerReadyArrowEvent
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
2018-06-18 01:12:53 -04:00
Aikar 26ade76848 Improve EntityShootBowEvent
Adds missing call to Illagers and also adds Arrow ItemStack to skeletons

== AT ==
public net.minecraft.world.entity.projectile.AbstractArrow getPickupItem()Lnet.minecraft.world.item.ItemStack;
2013-06-15 19:51:17 -04:00
Aikar 4ec0188c4d Print Error details when failing to save player data 2018-06-15 20:37:03 -04:00
Aikar d50334d6e8 Configurable LootPool luck formula
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.

See: https://luckformula.emc.gs for data and details
-----------

The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.

Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance

-----------

This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.

Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.

This change will result in some major changes to fishing formulas.

-----------

I would love to see this change in Vanilla, so Mojang please pull :)
2018-06-15 00:30:32 -04:00
Aikar 809fa1fbea Unset Ignited flag on cancel of Explosion Event
Otherwise the creeper infinite explodes
2018-06-10 01:18:49 -04:00
Aikar 0efee74644 ItemStack#getMaxItemUseDuration
Allows you to determine how long it takes to use a usable/consumable item
2018-06-05 23:00:29 -04:00
Aikar b64e7f96d3 WitchReadyPotionEvent 2018-06-05 22:47:26 -04:00
Aikar a3b5f969ed WitchThrowPotionEvent
Fired when a witch throws a potion at a player
2018-05-16 20:44:58 -04:00
Aikar 72743537f4 WitchConsumePotionEvent
Fires when a witch consumes the potion in their hand
2018-05-16 20:35:16 -04:00
Aikar 40e2712d61 EndermanAttackPlayerEvent
Allow control over whether or not an enderman aggros a player.

This allows you to override/extend the pumpkin/stare logic.
2018-05-01 20:18:54 -04:00
Aikar 634b639098 Expand World.spawnParticle API and add Builder
Adds ability to control who receives it and who is the source/sender (vanish API)
the standard API is to send the packet to everyone in the world, which is ineffecient.
Adds an option to control the force mode of the particle.

This adds a new Builder API which is much friendlier to use.
2017-08-15 22:29:12 -04:00
Aikar eeea3358ab Enderman.teleportRandomly()
Ability to trigger the vanilla "teleport randomly" mechanic of an enderman.
2018-04-30 13:29:44 -04:00
Aikar b4ece1619f EndermanEscapeEvent
Fires an event anytime an enderman intends to teleport away from the player

You may cancel this, enabling ranged attacks to damage the enderman for example.
2018-04-30 13:15:55 -04:00
Aikar a13afc05a6 Improved Async Task Scheduler
The Craft Scheduler still uses the primary thread for task scheduling.
This results in the main thread still having to do work as part of the
dispatching of async tasks.

If plugins make use of lots of async tasks, such as particle emitters
that want to keep the logic off the main thread, the main thread still
receives quite a bit of load from processing all of these queued tasks.

Additionally, resizing and managing the pending entries for all of
these asynchronous tasks takes up time on the main thread too.

This commit replaces the implementation of the scheduler when working
with asynchronous tasks, by forwarding calls to the new scheduler.

The Async Scheduler uses a single thread executor for "management" tasks.
The Management Thread is responsible for all adding and dispatching of
scheduled tasks.

The mainThreadHeartbeat will send a heartbeat task to the management thread
with the currentTick value, so that it can find which tasks to execute.

Scheduling of an async tasks also dispatches a management task, ensuring
that any Queue resizing operation occurs off of the main thread.

The async queue uses a complete separate PriorityQueue, ensuring that resize
operations are decoupled from the sync tasks queue.
2018-03-16 22:59:43 -04:00
Aikar 3f0a574e10 getPlayerUniqueId API
Gets the unique ID of the player currently known as the specified player name
In Offline Mode, will return an Offline UUID

This is a more performant way to obtain a UUID for a name than loading an OfflinePlayer
2018-03-22 01:40:24 -04:00
Aikar d0d0b1a21e Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.

== AT ==
public-f net.minecraft.world.entity.player.Player gameProfile
2018-03-18 12:29:48 -04:00
5fb78725e4 Add more fields to AsyncPreLoginEvent
Co-authored-by: Connor Linfoot <connorlinfoot@me.com>
Co-authored-by: MCMDEV <john-m.1@gmx.de>
2018-03-18 11:45:57 -04:00
Aikar a7bc7ca33a Disable Explicit Network Manager Flushing
This seems completely pointless, as packet dispatch uses .writeAndFlush.

Things seem to work fine without explicit flushing, but incase issues arise,
provide a System property to re-enable it using improved logic of doing the
flushing on the netty event loop, so it won't do the flush on the main thread.

Renable flushing by passing -Dpaper.explicit-flush=true
2018-03-11 14:13:33 -04:00
Aikar 4b38f09815 Tameable#getOwnerUniqueId API
This is faster if all you need is the UUID, as .getOwner() will cause
an OfflinePlayer to be loaded from disk.
2018-02-24 01:14:55 -05:00
Aikar 4f248b1b5b Fill Profile Property Events
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.

If Mojang API does need to be hit, event fire so you can get the results.

This is useful for implementing a ProfileCache for Player Skulls
2018-01-02 00:31:26 -05:00
Aikar cad0c129c8 PreCreatureSpawnEvent
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.

Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.

Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.

See: https://github.com/PaperMC/Paper/issues/917
2018-01-14 17:01:31 -05:00
Aikar 3620489699 Add setPlayerProfile API for Skulls
This allows you to create already filled textures on Skulls to avoid texture lookups
which commonly cause rate limit issues with Mojang API
2018-01-19 00:36:25 -05:00
Aikar f249b1f39a PlayerNaturallySpawnCreaturesEvent
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.

Also a highly more effecient way to blanket block spawns in a world
2018-01-14 17:36:02 -05:00
Aikar b96c237fc4 Ability to apply mending to XP API
This allows plugins that give players the ability to apply the experience
points to the Item Mending formula, which will repair an item instead
of giving the player experience points.

Both an API To standalone mend, and apply mending logic to .giveExp has been added.

== AT ==
public net.minecraft.world.entity.ExperienceOrb durabilityToXp(I)I
public net.minecraft.world.entity.ExperienceOrb xpToDurability(I)I
2017-12-20 17:36:49 -05:00
Aikar 533b86c3fc PlayerPickupExperienceEvent
Allows plugins to cancel a player picking up an experience orb
2017-12-19 22:02:53 -05:00
Aikar eb20b0b160 API to get a BlockState without a snapshot
This allows you to get a BlockState without creating a snapshot, operating
on the real tile entity.

This is useful for where performance is needed

also Avoid NPE during CraftBlockEntityState load if could not get TE

If Tile Entity was null, correct Sign to return empty lines instead of null
2017-11-06 21:08:22 -05:00
Aikar 2f6c221649 ProfileWhitelistVerifyEvent 2017-07-03 18:11:10 -05:00
Aikar 07e40cd7d4 Implement getI18NDisplayName
Gets the Display name as seen in the Client.
Currently the server only supports the English language. To override this,
You must replace the language file embedded in the server jar.
2016-05-04 23:59:38 -04:00
Aikar 11a5eaf367 ensureServerConversions API
This will take a Bukkit ItemStack and run it through any conversions a server process would perform on it,
to ensure it meets latest minecraft expectations.
2016-05-04 22:43:12 -04:00
Aikar 90c776d3aa Improve the Saddle API for Horses
Not all horses with Saddles have armor. This lets us break up the horses with saddles
and access their saddle state separately from an interface shared with Armor.
2016-12-10 16:24:06 -05:00
Aikar a229776460 Profile Lookup Events
Adds a Pre Lookup Event and a Post Lookup Event so that plugins may prefill in profile data, and cache the responses from
profiles that had to be looked up.
2017-06-17 17:00:32 -04:00
Aikar aab7ec1655 Shoulder Entities Release API 2017-06-17 15:18:30 -04:00
Aikar bb90110894 Basic PlayerProfile API
Establishes base extension of profile systems for future edits too

== AT ==
public org.bukkit.craftbukkit.profile.CraftProfileProperty
public org.bukkit.craftbukkit.profile.CraftPlayerTextures
public org.bukkit.craftbukkit.profile.CraftPlayerTextures copyFrom(Lorg/bukkit/profile/PlayerTextures;)V
public org.bukkit.craftbukkit.profile.CraftPlayerTextures rebuildPropertyIfDirty()V
public org.bukkit.craftbukkit.profile.CraftPlayerProfile toString(Lcom/mojang/authlib/properties/PropertyMap;)Ljava/lang/String;
public org.bukkit.craftbukkit.profile.CraftPlayerProfile getProperty(Ljava/lang/String;)Lcom/mojang/authlib/properties/Property;
public org.bukkit.craftbukkit.profile.CraftPlayerProfile setProperty(Ljava/lang/String;Lcom/mojang/authlib/properties/Property;)V
2018-01-15 22:11:48 -05:00
Aikar 5a81bf12ef Remove CraftScheduler Async Task Debugger
I have not once ever seen this system help debug a crash.
One report of a suspected memory leak with the system.

This adds additional overhead to asynchronous task dispatching
2017-02-05 00:04:04 -05:00
Aikar d2f4d82ce2 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens

This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.

You can set this to 0 to disable collisions.
2017-01-22 18:07:56 -05:00
Aikar 110bcadcdf ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:31:46 -05:00
Aikar aa6fe30766 Enforce Sync Player Saves
Saving players async is extremely dangerous. This will force it to main
the same way we handle async chunk loads.
2017-01-07 15:41:58 -05:00
Aikar 4ca188a20e Provide E/TE/Chunk count stat methods
Provides counts without the ineffeciency of using .getEntities().size()
which creates copy of the collections.
2017-01-07 15:24:46 -05:00
Aikar 2aa9d5bf18 PlayerTeleportEndGatewayEvent
Allows you to access the Gateway being used in a teleport event
Fix the offset used for player teleportation
2016-12-31 21:44:50 -05:00
Aikar 746f540e81 Firework API's
== AT ==
public net.minecraft.world.entity.projectile.FireworkRocketEntity attachedToEntity
2016-12-28 07:18:33 +01:00
Aikar 1c531f852f String based Action Bar API 2016-12-27 15:02:42 -05:00
Aikar c28a11a1d8 Configurable Cartographer Treasure Maps
Allow configuring for cartographers to return the same map location

Also allow turning off treasure maps all together as they can eat up Map ID's
which are limited in quantity.
2016-12-20 15:26:27 -05:00
Aikar 63de7b1ff6 Bound Treasure Maps to World Border
Make it so a Treasure Map does not target a structure outside of the
World Border, where players are not even able to reach.

This also would help the case where a players close to the border, and one
that is outside happens to be closer, but unreachable, yet another reachable
one is in border that would of been missed.
2016-12-20 15:15:11 -05:00
Aikar ddd1807ad5 Optimize Level.hasChunkAt(BlockPosition)Z
Reduce method invocations for World.isLoaded(BlockPosition)Z
2016-12-02 00:11:43 -05:00
Aikar 1f63668ee9 Prevent Pathfinding out of World Border
This prevents Entities from trying to run outside of the World Border

TODO: This doesn't prevent the pathfinder from using blocks outside the world border as nodes. We can fix this
by adding code to all overrides in:
    NodeEvaluator:
    public abstract BlockPathTypes getBlockPathType(BlockGetter world, int x, int y, int z);

to return BLOCKED if it is outside the world border.
2016-12-19 23:07:42 -05:00
Aikar d072c2d5fb Avoid blocking on Network Manager creation
Per Paper issue 294
2016-05-16 23:19:16 -04:00
Aikar cda878cf64 Async GameProfileCache saving 2016-05-16 20:47:41 -04:00
Aikar 07c767b6f4 LootTable API and replenishable lootables
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.

This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"

== AT ==
public org.bukkit.craftbukkit.block.CraftBlockEntityState getTileEntity()Lnet/minecraft/world/level/block/entity/BlockEntity;
public org.bukkit.craftbukkit.block.CraftLootable setLootTable(Lorg/bukkit/loot/LootTable;J)V
public org.bukkit.craftbukkit.entity.CraftMinecartContainer setLootTable(Lorg/bukkit/loot/LootTable;J)V
2016-05-01 21:19:14 -04:00
Aikar b8d05bbc27 Don't save empty scoreboard teams to scoreboard.dat 2016-05-07 23:33:08 -04:00
Aikar 6d39090450 remove null possibility for getServer singleton
to stop IDE complaining about potential NPE
2016-04-28 00:57:27 -04:00
Aikar b414f3d993 Configurable RCON IP address
For servers with multiple IP's, ability to bind to a specific interface.

== AT ==
public net.minecraft.server.dedicated.Settings getStringRaw(Ljava/lang/String;)Ljava/lang/String;
2016-04-16 00:39:33 -04:00
Aikar a99426b5fe Configurable Player Collision 2016-04-13 02:10:49 -04:00
Aikar 1056951a73 Optimize DataBits
Remove Debug checks as these are super hot and causing noticeable hits

Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png

Optimize redundant converting of static fields into an unsigned long each call by precomputing it in ctor
2016-04-05 21:38:58 -04:00
Aikar 55db966770 Fix Cancelling BlockPlaceEvent triggering physics 2016-04-03 17:48:50 -04:00
AikarandMrPowerGamerBR eb76e508f5 Configurable random tick rates for blocks
A general purpose patch that includes config options for the tick rate
of a variety of blocks that are random ticked.

Co-authored-by: MrPowerGamerBR <git@mrpowergamerbr.com>
2016-04-03 16:28:17 -04:00
Aikar f9ef3612f7 Do not load chunks for Pathfinding 2016-03-31 19:17:58 -04:00
Aikar c801c5439d EntityPathfindEvent
Fires when an Entity decides to start moving to a location.
2016-03-28 21:22:26 -04:00
Aikar e2accd8d62 Configurable Chunk Inhabited Time
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.

For people who want all chunks to be treated equally, you can chose a fixed value.

This allows to fine-tune vanilla gameplay.
2016-03-28 20:46:14 -04:00
Aikar 93bbce1c69 Entity AddTo/RemoveFrom World Events 2016-03-28 20:32:58 -04:00
Aikar 63fa3068c6 Only process BlockPhysicsEvent if a plugin has a listener
Saves on some object allocation and processing when no plugin listens to this
2016-03-28 19:55:45 -04:00
Aikar d989bc5d17 Use a Shared Random for Entities
Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created.
2016-03-22 00:33:47 -04:00
Aikar becb30e9e6 handle NaN health/absorb values and repair bad data 2015-09-27 01:18:02 -04:00
Aikar f54f356a35 Add World Util Methods
Methods that can be used for other patches to help improve logic.
2016-03-18 20:16:03 -04:00
Aikar 686b77345f Configurable Non Player Arrow Despawn Rate
Can set a much shorter despawn rate for arrows that players can not pick up.
2016-03-18 15:12:22 -04:00
Aikar 20b9d3de7b Handle Item Meta Inconsistencies
First, Enchantment order would blow away seeing 2 items as the same,
however the Client forces enchantment list in a certain order, as well
as does the /enchant command. Anvils can insert it into forced order,
causing 2 same items to be considered different.

This change makes unhandled NBT Tags and Enchantments use a sorted tree map,
so they will always be in a consistent order.

Additionally, the old enchantment API was never updated when ItemMeta
was added, resulting in 2 different ways to modify an items enchantments.

For consistency, the old API methods now forward to use the
ItemMeta API equivalents, and should deprecate the old API's.
2015-05-28 23:00:19 -04:00
Aikar 2a04d23940 Remove Metadata on reload
Metadata is not meant to persist reload as things break badly with non primitive types
This will remove metadata on reload so it does not crash everything if a plugin uses it.
2016-03-18 13:50:14 -04:00
Aikar 8a67ae1780 Default loading permissions.yml before plugins
Under previous behavior, plugins were not able to check if a player had a permission
if it was defined in permissions.yml. there is no clean way for a plugin to fix that either.

This will change the order so that by default, permissions.yml loads BEFORE plugins instead of after.

This gives plugins expected permission checks.

It also helps improve the expected logic, as servers should set the initial defaults, and then let plugins
modify that. Under the previous logic, plugins were unable (cleanly) override permissions.yml.

A config option has been added for those who depend on the previous behavior, but I don't expect that.
2016-03-18 13:17:38 -04:00
Aikar 5764c71185 Disable Scoreboards for non players by default
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.

So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
2016-03-08 23:25:45 -05:00
bcc07d07b6 Improve Player chat API handling
Properly split up the chat and command handling to reflect the server now
having separate packets for both, and the client always using the correct packet. Text
from a chat packet should never be parsed into a command, even if it starts with the `/`
character.

Add a missing async catcher and improve Spigot's async catcher error message.

== AT ==
public net.minecraft.server.network.ServerGamePacketListenerImpl isChatMessageIllegal(Ljava/lang/String;)Z

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: SoSeDiK <mrsosedik@gmail.com>
2016-03-03 01:17:12 -06:00
Aikar b380d6445b Configurable Disabling Cat Chest Detection
Offers a gameplay feature to stop cats from blocking chests
2016-03-03 01:13:45 -06:00
Aikar 0255317409 Prevent block entity and entity crashes 2016-03-01 23:52:34 -06:00
Aikar 770ee3eebd Remove Spigot timings 2016-03-03 04:00:11 -06:00
Aikar a371d5fefe Further improve server tick loop
Improves how the catchup buffer is handled, allowing it to roll both ways
increasing the effeciency of the thread sleep so it only will sleep once.

Also increases the buffer of the catchup to ensure server stays at 20 TPS unless extreme conditions

Previous implementation did not calculate TPS correctly.
Switch to a realistic rolling average and factor in std deviation as an extra reporting variable
2016-03-01 23:09:29 -06:00
Aikar b01c811c2f MC Utils
== AT ==
public net.minecraft.server.level.ServerChunkCache mainThread
public net.minecraft.server.level.ServerLevel chunkSource
public org.bukkit.craftbukkit.inventory.CraftItemStack handle
public net.minecraft.server.level.ChunkMap getVisibleChunkIfPresent(J)Lnet/minecraft/server/level/ChunkHolder;
public net.minecraft.server.level.ServerChunkCache mainThreadProcessor
public net.minecraft.server.level.ServerChunkCache$MainThreadExecutor
public net.minecraft.world.level.chunk.LevelChunkSection states
2016-03-28 20:55:47 -04:00
Aikar f829dcd46a MC Dev fixes 2016-03-30 19:36:20 -04:00