Commit Graph
100 Commits
Author SHA1 Message Date
Aikar 4e7355aa95 update upstream 2016-05-01 15:58:10 -04:00
Aikar 3b3f85f88f Try to determine plugin name on bad plugin command registration 2016-04-30 12:53:20 -04:00
Aikar 496b49861c Rename a Timings class and split up Tracker timings 2016-04-29 21:23:40 -04:00
Aikar b1e4588ae7 Improve Maps (in item frames) performance and bug fixes
Maps used a modified version of rendering to support plugin controlled
imaging on maps. The Craft Map Renderer is much slower than Vanilla,
causing maps in item frames to cause a noticeable hit on server performance.

This updates the map system to not use the Craft system if we detect that no
custom renderers are in use, defaulting to the much simpler Vanilla system.

Additionally, numerous issues to player position tracking on maps has been fixed.
2016-04-29 20:04:12 -04:00
Aikar 156b1cc524 comment out the other update call instead
otherwise might break stuff
2016-04-27 22:22:35 -04:00
Aikar 1652bda38d Improve Minecraft Hopper Performance
Removes unnecessary extra calls to .update() that are very expensive
Also reset cooldown each hopper tick that a hopper is full.
2016-04-27 22:15:57 -04:00
Daniel Ennis a2599693be Merge pull request #232 from willies952002/implement/BookEditEvent
Reimplement PlayerEditBookEvent
2016-04-26 23:06:54 -04:00
Aikar 71db253321 update upstream 2016-04-23 22:41:46 -04:00
Aikar 8b2f631d9b Fix Player View Distance API corrupting Chunk Sending - Fixes #207
The Player View Distance patch has been screwing with the configured world view distance.

The world a player was created in would set the players view distance, which would be locked to that distance.

Then switching worlds would not give you an updated view distance.

This then caused issues with what view distance the player should have in the chunk map and did not send chunks to the client correctly during movement.

This patch has now been changed to use a -1 default for "default" and will not override view distance until someone has actually used the API to change it.
2016-04-23 21:39:22 -04:00
Aikar b91603c782 remove potentially bad check 2016-04-23 13:10:55 -04:00
Aikar 73c44798c5 Fix a vanilla bug thats likely causing the mob spawn issues 2016-04-23 12:27:46 -04:00
Aikar 2a2540e76c improve the jackass test 2016-04-23 11:57:39 -04:00
Aikar d306bc67aa Prevent Fire from loading chunks
This causes the nether to spam unload/reload chunks, plus overall
bad behavior.
2016-04-17 17:28:16 -04:00
Aikar 06e483502f Configurable RCON IP address to bind to 2016-04-16 00:46:01 -04:00
Aikar d46f2997c2 Allow capping number of attempts at spawning mobs
By default, this logic would loop endlessly trying to fill the world
with entities until it hits the worlds spawn.

This patch will cap the # of attempts to so that the tick does not spend
extra long time on mob spawning
2016-04-15 22:35:03 -04:00
Aikar 75eb8243f7 Ensure we actually removed entity from chunk before decrementing counts
If a plugin hacks into NMS and triggers entity removal, it could
result in an entity being attempted to remove from the chunk twice.

The 2nd pass will return false, as it did not find the entity in the list.

We should not touch entity counts if the entity was not removed, to avoid
going negative.
2016-04-15 21:31:12 -04:00
Aikar 82c08cfbda Fix Bugs with Spigot Mob Spawn Logic - Fixes #138
Spigot drastically altered vanilla mob spawn logic and caused a few issues.
1) Used only spawnable chunks vs entire world for entity counting, resulting in ignoring
other entities in the world, and causing the world to go over its intended limit.

Specially with servers using smaller mob spawn ranges than view distance, as well as affects spawning API

2) Spigot was using 16x16 division instead of vanilla 17x17 division.

Issues got worse in 1.9 due to more chunks being loaded due to 1.9 changes, that fall out
of the monster spawn radius.

This patch returns mob counting to use all loaded chunks, and 17x17 division.
2016-04-14 21:03:57 -04:00
Aikar 1fc2eb982f Configurable Player Collision - Resolves #161 2016-04-13 02:11:40 -04:00
Aikar 2e00b8d691 Don't tick Skulls - unused code - Fixes #202 2016-04-13 00:32:05 -04:00
Aikar bfdc936100 Remove unused World Tile Entity List
Massive hit to performance and it is completely unnecessary.
2016-04-13 00:27:38 -04:00
Aikar e0b057c30f Update PlayerConnection for all teleportation of players
Previous fix for SPIGOT-1903 only applied to world changes, but many other
cases of players been teleporting can cause that same bug. So call it any time
setPosition is called to ensure we never falsely trigger "moved too quickly"

And this commit may be considered evil to some people.
2016-04-12 23:26:42 -04:00
Aikar 87deb42c1c update MCUtil.cmpFromMessage to use proper JSON 2016-04-11 01:06:28 -04:00
Aikar b602d093ec SPIGOT-1903: Update PlayerConnection on world change - Fixes #120 2016-04-10 22:36:56 -04:00
Aikar 52ca5f228b upstream 2016-04-10 19:58:05 -04:00
Aikar f1da39ab0f Provide ability to wrap test server command for willies... 2016-04-09 21:46:09 -04:00
Aikar 755eaa845d Add testserver command - quickly start a test server
This will help encourage testing with some widely used plugins
to help identify issues caused by changes before they are pushed.
2016-04-09 21:33:32 -04:00
Aikar 1223fcc8bb Include Redstone Torches in the redstone physics event optimization 2016-04-05 23:20:46 -04:00
Aikar a161d480b4 Remove Debug checks from DataBits
These are super hot and causing noticeable hits

Before: http://i.imgur.com/nQsMzAE.png
After: http://i.imgur.com/nJ46crB.png
2016-04-05 21:55:07 -04:00
Aikar 48ba10bc77 Re-add fastutil map to Chunk map. Amaranth confirmed its faster by 3x 2016-04-05 20:43:11 -04:00
Aikar 0726de949b Fix Nether/End world unloading spawn chunks - Fixes #92 2016-04-05 19:53:30 -04:00
Aikar 092d08f15c Update Timings to use Region based chunk reporting
This will drastically reduce file size on large servers and help
avoid the parser failing to load the report.

This will also reduce memory usage of timings data.
2016-04-05 01:20:25 -04:00
Aikar 56de8ba1a4 fix keep spawn loaded config 2016-04-03 23:08:13 -04:00
Aikar f718f4dbd7 Fix errorneous call of EntityDismountEvent 2016-04-03 19:11:25 -04:00
Aikar 7a9efce700 Fix makemcdevsrc script 2016-04-03 17:58:15 -04:00
Aikar 3c0a1bcc25 Fix Cancelling BlockPlaceEvent triggering physics 2016-04-03 17:49:31 -04:00
Aikar 57b915a706 Configurable Keep Spawn Loaded range per world
This lets you disable it for some worlds and lower it for others.
2016-04-03 17:34:15 -04:00
Aikar 746d46f6bb Configurable Grass Spread Tick Rate
Raise this value to make grass spread slower. Set to 0 to turn off grass spreading all together.
2016-04-03 16:29:39 -04:00
Aikar 215fc54e31 use http:// for my CI since snap-ci has bad cert chains 2016-04-03 12:22:42 -04:00
Aikar 9fcb513a2e Update upstream 2016-04-01 22:08:40 -04:00
Aikar 585b724740 Use relative paths for paperclip 2016-04-01 19:50:31 -04:00
Aikar 505761052f use windows line endings for paperclip.properties 2016-04-01 19:29:36 -04:00
Aikar e5d103dd3f improve implementation of chunk access patch 2016-04-01 00:35:44 -04:00
Aikar 0706403fa6 Fix pom to be compile instead of provided for fastutil 2016-04-01 00:35:21 -04:00
Aikar 1ac9958e8b Move fastutil from a patch file to a library, and improve EAR 2016-04-01 00:18:18 -04:00
Aikar a4d29fef6a Remove Long2ObjectHashMap for Chunks
Speaking with Amaranth, his point of his implementation was that most
of the lookups are on loaded chunks, so that code is optimized for that case.

While Long2Object should be faster as a general purpose map,
for MC uses, Amaranth's version should be faster. Will try to benchmark
the 2 at some future.
2016-03-31 21:45:30 -04:00
Aikar 809051d050 Fix isEdgeOfChunk check for MCUtils 2016-03-31 21:43:37 -04:00
Aikar 775169422d Update upstream for memory leak patch 2016-03-31 21:43:21 -04:00
Aikar baf8797e8f Do not load chunks for light checks
Should only happen for blocks on the edge that uses neighbors light level
(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
2016-03-31 19:29:06 -04:00
Aikar 8b77debaf3 Fix Massive Memory Leak
Pathfinder objects are storing references to ChunkCache's, and never cleaning up.

These ChunkCache's then leak other entity objects. Those entity objects then have leaks to their
own chunk cache. A recursive problem....

Clean up the ChunkCache reference after it is done being used.
2016-03-31 19:08:27 -04:00
Aikar 4e89e1f0c7 add null check to getEntity API 2016-03-30 21:56:07 -04:00
Aikar 9fc220ea02 Use paperclip.properties so CI can work 2016-03-30 21:27:13 -04:00
Aikar 82b10bbf43 use original paperclip name 2016-03-30 20:53:39 -04:00
Aikar f16d938497 Paper 1.9.2 Update 2016-03-30 20:50:23 -04:00
Aikar fb94038453 Use FastUtil Long/Int HashMap's
For DataWatcher, swap out plain Integer key HashMap for a Int2ObjectOpenHashMap
For ChunkProviderServer, swap out CB's custom LongHashMap with Long2ObjectOpenHashMap

These collections are super fast as seen
http://java-performance.info/hashmap-overview-jdk-fastutil-goldman-sachs-hppc-koloboke-trove-january-2015/
2016-03-30 02:10:27 -04:00
Aikar e007d80c16 Move Timings v2 TimingHandler to FastUtil Int map 2016-03-30 01:59:47 -04:00
Aikar 092dbc4bea Add Minimal FastUtil int/long collections.
Importing the full library would double the jar size... its way too large.
So lets just import the basic int/long based collections to then use
to improve performance on these kind of collections.
2016-03-30 01:57:56 -04:00
Aikar aceb2cf3b5 Update contributing information to be more accurate 2016-03-30 01:03:27 -04:00
Aikar f3f0cb6bb2 Link to contributing for PR section 2016-03-29 00:07:27 -04:00
Aikar 314d1711d5 update README for PR instructions 2016-03-28 23:59:04 -04:00
Aikar 6e496985f5 Update upstream 2016-03-28 23:19:49 -04:00
Aikar 88ef71592b Remove, not invalidate, Metadata on reload
Objects loaded over different class loaders are not the same. Nasty dragons lie here.

Also clean up the previous patch to no longer butcher imports.
2016-03-28 22:43:05 -04:00
Aikar 7d7810721e Remove last patch, doesn't exactly do what I thought it was doing 2016-03-28 22:28:52 -04:00
Aikar a3d5c47c8a Remove Invalidated Metadata
Bukkit was using an unimplemented method to invalidate plugin meta.
2016-03-28 22:15:23 -04:00
Aikar 553319f958 Prevent Waterflow BlockFromToEvent from loading chunks
Many protection plugins would unintentionally trigger chunk loads
by calling .getToBlock() on an unloaded chunk, killing performance.

Simply skip the event call. as CraftBukkit blocks changing the block
of unloaded chunks anyways.

This keeps behavior consistent, vs inconsistent flowing based on plugin triggered loads.
2016-03-28 22:04:43 -04:00
Aikar 7c38e54a9d Remove some code from Timings v2 that was only for EMC. 2016-03-28 21:41:17 -04:00
Aikar 2b55c92307 EntityPathfindEvent
Fires when an Entity decides to start moving to a location.

This is not the same as a move event. This only fires when an entity chooses
to start moving to a location, and allows cancelling that pathfind.

Additionally, only get is supported for now. Unsure if changing target location
is safe to do.
2016-03-28 21:24:45 -04:00
Aikar 0623a754d8 Add MCUtils helper
This will be used by my next commit. But trying to get the build going
since CI blew up
2016-03-28 21:01:42 -04:00
Aikar 1180a5dd87 And AddTo is a different event than RemoveFrom 2016-03-28 20:58:42 -04:00
Aikar dab09d46bc Actually fire those events 2016-03-28 20:57:15 -04:00
Aikar 9148dbbf4a Configurable Chunk Inhabited Timer
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 disable the timer.
2016-03-28 20:47:46 -04:00
Aikar b442921643 Update module urls 2016-03-28 20:38:51 -04:00
Aikar a661a1737f Entity AddTo/RemoveFrom World Events
These events will give plugins a reliable way to track every entity that is added
or removed from a world, so that one may always ensure they are in a desired state.
2016-03-28 20:33:10 -04:00
Aikar 56d7782945 Update upstream 2016-03-28 20:26:11 -04:00
Aikar 2e4f0cb627 Option to disable BlockPhysicsEvent for Redstone
Not sure of any reason a plugin would need to act on a Physics event
for redstone. There is a BlockRedstoneEvent that plugins can also use
for accessing redstone activity.

Defaulting this to false will provide substantial performance improvement
by saving millions of event calls on redstone heavy servers.
2016-03-28 19:57:13 -04:00
Aikar 5dc69ba6e1 ensure upstream is set correctly on apply patches 2016-03-25 00:11:38 -04:00
Aikar 92f8da4b50 Abort properly on error for build script 2016-03-24 20:39:20 -04:00
Aikar 6f4bf57aa0 remove blockstate cache patch 2016-03-23 21:19:45 -04:00
Aikar 7ab893447a Optimize isValidLocation for inlining - Resolves #123 2016-03-22 23:44:46 -04:00
Aikar 97e083b9b0 Setting the cache is important to access a cache 2016-03-22 23:44:35 -04:00
Aikar 95b9e1e6f2 Optimize Chunk Access
getting a loaded chunk is one of the most hottest pieces of code in the game.
Often, getChunkAt is called for the same chunk multiple times in a row, often
from getType();

Optimize this look up by using a Last Access cache.
2016-03-22 01:46:32 -04:00
Aikar 87ebc85c3c Don't teleport dead entities
Had some issue with this in past, and this is the vanilla logic.
Potentially an old CB change that's no longer needed.
2016-03-22 00:56:09 -04:00
Aikar bd75ff8b5b 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 00:36:20 -04:00
Aikar d24502015a Make Chunk IO Thread Base count configurable 2016-03-21 23:51:58 -04:00
Aikar 37afe5e662 Fix skull cache case bug
missing cache hits on players with uppercase letters in name
2016-03-21 23:38:24 -04:00
Aikar 8abad348b6 Cache BlockState for Blocks
Improve performance for many plugins that call .getState() multiple
times for things like signs that have to "build" sign data.
2016-03-21 23:38:19 -04:00
Aikar ae95189944 Another attempt at unload queue, including EAR improvements.
should be fully working now as I pretty much fell back to existing
methods so anything touching the unloadQueue set should behave correctly.

And maintained NMS Reflection safe change too
2016-03-21 22:51:14 -04:00
Aikar 4646f9b68f Allow command line arg to allow normal reload 2016-03-21 21:56:52 -04:00
Aikar a3cc380333 Make /reload require typing confirm to actually reload 2016-03-21 21:40:29 -04:00
Aikar 812a2ea08d Fix rebuild patches for real this time. 2016-03-21 21:40:18 -04:00
Daniel Ennis 0e2350efd1 Merge pull request #122 from willies952002/master
Add Bukkit#reloadPermissions()
2016-03-21 21:32:06 -04:00
Aikar 9300f163fd fix rebuild patches and rebuild current patches 2016-03-21 20:46:54 -04:00
Daniel Ennis 4916cd2551 Merge pull request #91 from willies952002/feature/permReload
Allow Reloading of Custom Permissions - resolves #49
2016-03-21 20:24:27 -04:00
Aikar 6acff7d61d Disable Chunk Unload Queue Patch for now 2016-03-20 00:53:34 -04:00
Aikar 0b26bbd451 handle NaN health/absorb values and repair bad data
Undoes damage from Damage API bugs
2016-03-20 00:35:02 -04:00
Aikar db0f31134f Improve chunk unload queue to maintain some previous expectations
While the previous logic was logically correct, some CB API's before
would request a chunk without removing it from the unload queue.

While this is logically wrong, some plugins seem to be causing unload issues.

This change will make anything using that one API that use to not remove from
queue, no longer remove from queue.

Hopefully other activities on the server will touch the chunk if it REALLY is in use.
2016-03-20 00:13:20 -04:00
Aikar 1c20143e3c Optimize Navigation Listener
Replace WeakHashMap with an ArrayList and manually manage object
lifecycle. Gives superior iteration performance at a slight cost
to removal performance and also ensures entities are removed immediately
upon losing their validity within the world.

Additionally, change listener registration to be done upon world add
instead of immediate up creation. This provides benefit of only
registering and ticking real Navigation objects, and not invalid
entities (cancelled entity spawns for example).
2016-03-19 00:32:08 -04:00
Aikar d1c4507c9c Fixes #95 - Vanilla bug with Villages 2016-03-19 15:21:39 -04:00
Aikar 7efe31a331 Fix chunk unload issues - Resolves #97 2016-03-19 11:29:46 -04:00
Aikar bb82a8a401 forgot to rebuild after last light change, another fix 2016-03-19 10:57:22 -04:00
Aikar e59f9ab2e6 fix light level check on monsters 2016-03-19 10:45:28 -04:00