Also fixes some bugs in ours
Ultimately they both are near the same, but ours is behind the synchronized gate.
Mojangs is mixed behind 2 different synchronization contexts (chunks can lock 2 different objects)
Mojang also blindly unsets the ref on any chunk unload, not just if its the one being pointed to.
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Bukkit Changes:
2dcc44dc SPIGOT-4307: Fix hacky API for banners on shields
e0fc6572 SPIGOT-4309: Add "forced" display of particles
efeeab2f Add index to README.md for easier navigation
f502bc6f Update to Minecraft 1.13.1
CraftBukkit Changes:
d0bb0a1d Fix some tests randomly failing
997d378d Fix client stall in specific teleportation scenarios
b3dc2366 SPIGOT-4307: Fix hacky API for banners on shields
2a271162 SPIGOT-4301: Fix more invalid enchants
5d0d83bb SPIGOT-4309: Add "forced" display of particles
a6772578 Add additional tests for CraftBlockData
ce1af0c3 Update to Minecraft 1.13.1
Spigot Changes:
2440e189 Rebuild patches
4ecffced Update to Minecraft 1.13.1
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:
f41aae40 Remove reflection from CraftBlockData
Mojang changed behavior of .cloneItemStack() so that if you clone while
count = 0, it clones as AIR instead of original Item type.
So we needed a flag to keep old behavior.
* master:
Fix bug in last patch
Ensure chunks are always loaded on hard position sets
Improve Watchdog Early Warning Feature - Closes#1319
Allow disabling armour stand ticking
Player Movement, Entity Creation and Teleportation move
entities with a very "You are here, no debate" change, making
the server register them as there, regardless if that chunk was
loaded or not.
It appears possible that with hack clients and lag, a player
may be able to move fast enough to move into an unloaded
chunk and get into a buggy state.
To prevent this, we will ensure a chunk is always loaded,
guaranteeing that the entity will be properly registered
into its new home comfortably.
Closes#1316
Banners only load color if the world is set. I don't know why...
For some reason, the world was not set on these, so it was changing behavior.
So if we want an accurate clone, world needs to be set.
1) Don't kick in until server has started (the full crash will still kick in before full start)
2) Delay reporting until 10 seconds, then print every 5
3) Make the intervals configurable
4) Make it able to be disabled by setting every interval to <= 0
1) Don't kick in until server has started (the full crash will still kick in before full start)
2) Delay reporting until 10 seconds, then print every 5
3) Make the intervals configurable
4) Make it able to be disabled by setting every interval to <= 0
I have tested that the Replenishing Feature still works as expected.
Lootable API's that now have Bukkit equivalents are now deprecated.
Bukkit Changes:
f0f33981 SPIGOT-1936: LootTable API
CraftBukkit Changes:
c0df4b82 SPIGOT-1936: LootTable API
This scenario occurs when Paper-API fails, we then rebuild the patches,
however Paper-Server was left un an outdated state since the most
recent patches did not get applied to it.
This results in us reverting Paper-Server to an older state.
If Paper-API fails to apply, then Paper-Server has to be considered dirty.
This should avoid us having accidental patch reversions
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:
c23d391f Update documentation of BlockPhysicsEvent
14fcd896 SPIGOT-4258: Add Player.updateCommands method
CraftBukkit Changes:
15da7067 SPIGOT-4258: Add Player.updateCommands method
Spigot Changes:
2b0e71c7 Rebuild patches
This ensures your local copy of this folder is up to date whenever
mcdev imports change on the project.
Before, as we/upstream add/remove's imports, your local folder could
be out of sync and you have to randomly check 'do i need to run this?'
This will just automate it. For those people who don't use this
folder (not sure why you don't!), it won't change anything.
If the file has partial data written but not the full 8192 bytes,
then the server will be unable to load that region file...
I don't know why mojang only checks for 4096, when anything less than 8192 is a crash.
But to be safe, it will attempt to back up the file.
Upstream has added the equivalent of our SentientNPC API, with exception to the EnderDragon.
We've added Mob to the EnderDragon, and our SentientNPC API should behave the same.
Vex#getOwner has been deprecated and a replacement Vex#getSummoner has been added using Mob.
However, since 1.13 is not production ready, SentientNPC API is subject for removal in 1.13.1 since
1.13 API is not compatible with 1.12.
Please move to the Mob interface ASAP.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
c5ab54d8 Expand GameRule API
ab9a606c Improve entity hierarchy by adding Mob interface.
CraftBukkit Changes:
29e75648 Expand GameRule API
50e6858b Improve entity hierarchy by adding Mob interface.
0e1d79b4 Correct error in previous patch
Paper team can do paper upcommit when manual upstream updates are needed
this will generate a changelog of everything that has changed between then and now.
See: https://github.com/PaperMC/Paper/issues/1304
Changes the UUID sent to client to be based on either
the texture payload, or random.
This allows the client to render multiple skull textures from the same user,
for when different skins were used when skull was made.
Closes#1304
I misinterpreted some code as a risk of entity loss, but now
after deeper study, I see how that code was used more and why
it was adding entities to chunks that they shouldn't have been
in during a world transfer process.
also ensure we never process already valid entities. this shouldnt be possible as of recent
commits as we made the entity slice array safer, but doesn't hurt for this logic to be safe too
incase that patch got dropped in a future version by accident/necessarily
1) Chunk Registration might kill an entity, don't add it to the world if it did!
2) By default, entities are added to the world per slice iteration.
This opens risk of the slices being manipulated during chunk add if an
EntityAddToWorldEvent spawns an entity into this chunk.
Fix this by differing entity add to world for all entities at the same time
3) If a duplicate entity is attempted to add to the world of an entity, and
the original entity is dead, overwrite it as the logic does for unloaod queued entities.
Should hopefully finish up issues with #1223
* master:
MC-135506: Experience should save as Integers
Fix EXP orb merging causing values to go negative - Closes#1169
Add "Safe Regen" Duplicate UUID resolver and make default
After witnessing behavior of the regeneration logs, its clear that Vanilla
has had bugs with saving duplicate entities for a while....
Some entities are saved in multiple chunks, and now we are bringing those duplicates
out that use to never surface.
This mode will analyze if the entity appears to be a duplicate (near the other dupe uuid)
and delete the entity instead.
This should reduce regenerations to entities that are nowhere near each other, and
therefore more likely to be subject to real UUID collisions due to our
previous bug, and therefor should survive the chunk load.
We have a result boolean for this already, and this
method was meant to be "Try from cache, if that fails, look it up"
So NPE'ing there just wasn't correct.
ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...
But apparently some people are triggering this.
See #1223
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.
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
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
* 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
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
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.
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.
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.
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
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