Commit Graph
22 Commits
Author SHA1 Message Date
Spottedleaf 87fdd68f47 Retain block place order when capturing blockstates
Fixes twisted vines not connecting properly when grown via
bonemeal by a player.

In general, look at making this logic more robust (i.e properly handling
cases where a captured entry is overriden) - but for now this will do.
2020-08-07 04:27:56 -07:00
Spottedleaf f24af9bc9c Optimise getType calls
Remove the map lookup for converting from Block->Bukkit Material
2020-06-03 11:37:13 -07:00
Spottedleaf 093bd60eae Fix for large move vectors crashing server
Check movement distance also based on current position.
2020-05-17 23:47:33 -07:00
Spottedleaf 07d11145d9 Fix some rails connecting improperly 2020-07-24 15:56:05 -07:00
Spottedleaf 7b340b4aa2 Fix AdvancementDataPlayer leak due from quitting early in login
Move the criterion storage to the AdvancementDataPlayer object
itself, so the criterion object stores no references - and thus
needs no cleanup.
2020-07-13 06:22:54 -07:00
Spottedleaf 74550736aa Do not accept invalid client settings 2022-05-07 14:58:53 -07:00
Spottedleaf 1b13d5c85e Hide sync chunk writes behind flag
Syncing writes on each write call has terrible performance
on harddrives.

-DPaper.enable-sync-chunk-writes=true to enable
2020-06-26 22:35:08 -07:00
Spottedleaf 4c32788db0 Prevent position desync causing tp exploit
Caused the server to revert to the player's overworld coordinates
after teleporting into the end.

Sidenote: The underlying issue is that the move call can teleport
entities and do other things like kill the entity. In the future,
to fix all exploits derieved from this usually unexpected
behaviour, we need to move all of this dangerous logic outside
of the move call and into an appropriate place in the tick method.
2020-06-12 16:51:39 -07:00
Spottedleaf 47dd7e1c0a Fix piston physics inconsistency - MC-188840
Pistons invoke physics when they move blocks. The physics can cause
tnt blocks to ignite. However, pistons (when storing the blocks they "moved")
don't actually go back to the world state sometimes to check if something
like that happened. As a result they end up moving the tnt like it was
never ignited. This resulted in the ability to create machines
that can duplicate tnt, called "world eaters".
This patch makes the piston logic retrieve the block state from the world
prevent this from occuring.

This patch also sets the moved pos to air immediately after creating
the moving piston TE. This prevents the block from being updated from
other physics calls by the piston.

Tested against the following tnt duper design:
https://www.youtube.com/watch?v=mS7xxNGhjxs

This patch also affects every type of machine that utilises
this mechanic. For example, dead coral is removed by a physics
update when being moved while it is attached to slimeblocks.

Standard piston machines that don't destroy or modify the
blocks they move by physics updates should be entirely
unaffected.

This patch fixes https://bugs.mojang.com/browse/MC-188840

This patch also fixes rail duping and carpet duping.
2020-06-11 17:29:42 -07:00
SpottedleafandOwen1212055 3d63d68ecb Don't run entity collision code if not needed
Will not run if:
Max entity cramming is disabled and the max collisions per entity is less than or equal to 0.
Entity#isPushable() returns false, meaning all entities will not be able to collide with this
entity anyways.
The entity's current team collision rule causes them to NEVER collide.

Co-authored-by: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
2020-04-15 17:56:07 -07:00
Spottedleaf ee1fd0844d Reduce memory footprint of CompoundTag
Fastutil maps are going to have a lower memory footprint - which
is important because we clone chunk data after reading it for safety.
So, reduce the impact of the clone on GC.
2020-04-06 17:39:25 -07:00
Spottedleaf 60c674b750 Reduce Either Optional allocation
In order to get chunk values, we shouldn't need to create
an optional each time.
2020-04-06 18:35:09 -07:00
Spottedleaf 34933f9884 Optimise Chunk#getFluid
Removing the try catch and generally reducing ops should make it
faster on its own, however removing the try catch makes it
easier to inline due to code size
2020-01-14 14:59:08 -08:00
Spottedleaf f179cfaff2 Add debug for sync chunk loads
This patch adds a tool to find calls to getChunkAt which would load
chunks, however it must be enabled by setting the startup flag
-Dpaper.debug-sync-loads=true

- To get a debug log for sync loads, the command is
  /paper syncloadinfo
- To clear clear the currently stored sync load info, use
  /paper syncloadinfo clear
2019-07-19 03:29:14 -07:00
Spottedleaf c33f47103e Guard against serializing mismatching chunk coordinate
Should help if something dumb happens
2019-12-27 09:42:26 -08:00
Spottedleaf b948d38658 Optimise EntityGetter#getPlayerByUUID
Use the PlayerList map instead of iterating over all players
2020-01-11 21:50:56 -08:00
Spottedleaf dee5102404 Show blockstate location if we failed to read it 2019-06-15 10:28:25 -07:00
Spottedleaf f5226d3739 Add PlayerConnectionCloseEvent
This event is invoked when a player has disconnected. It is guaranteed that,
if the server is in online-mode, that the provided uuid and username have been
validated.

The event is invoked for players who have not yet logged into the world, whereas
PlayerQuitEvent is only invoked on players who have logged into the world.

The event is invoked for players who have already logged into the world,
although whether or not the player exists in the world at the time of
firing is undefined. (That is, whether the plugin can retrieve a Player object
using the event parameters is undefined). However, it is guaranteed that this
event is invoked AFTER PlayerQuitEvent, if the player has already logged into
the world.

This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
been called beforehand, and this event may not be called in parallel with
AsyncPlayerPreLoginEvent for the same connection.

Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
PlayerConnectionCloseEvent is never called.

The event may be invoked asynchronously or synchronously. As it stands,
it is never invoked asynchronously. However, plugins should check
Event#isAsynchronous to be future-proof.

On purpose, the deprecated PlayerPreLoginEvent event is left out of the
API spec for this event. Plugins should not be using that event, and
how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
is undefined.

== AT ==
public net.minecraft.server.network.ServerLoginPacketListenerImpl$State
public net.minecraft.server.network.ServerLoginPacketListenerImpl state
2018-10-07 12:05:28 -07:00
Spottedleaf b2edc41552 Make CraftWorld#loadChunk(int, int, false) load unconverted chunks 2018-09-02 19:34:33 -07:00
Spottedleaf 4e0ee05920 Optimize BlockPosition helper methods 2018-08-15 12:05:12 -07:00
Spottedleaf 40654111d1 Do not submit profile lookups to worldgen threads
They block. On network I/O.

If enough tasks are submitted the server will eventually stall
out due to a sync load, as the worldgen threads will be
stalling on profile lookups.
2021-08-08 16:26:46 -07:00
Spottedleaf 41c27cbb9d ConcurrentUtil 2022-01-23 22:58:11 -08:00