Commit Graph
100 Commits
Author SHA1 Message Date
Aikar bc063a06e8 Don't process despawn if entity is in a chunk scheduled for unload
This won't happen anyways if the user has
"skip ticking for entities in chunks scheduled for unload" turned on,
but if they don't, protect from this instant killing the entity to
keep it vanilla in behavior

a player may teleport away, and trigger instant despawn
2018-07-19 01:25:18 -04:00
Aikar 5353f8878e Fix Squids corrupting the entire servers entity randomness....
Really hope this solves #1223

Also re-add vanilla debug messages back and add uuid to toString
2018-07-19 01:13:53 -04:00
Aikar 9a22d2fdec Fix placement of chunk tracking - Fixes #1199
Spigot had code that returned early in chunk add/remove methods.

This was causing our code added to set current chunks and counts to
be skipped over if the entity was default not persistent but made persistent.

This was the source of many issues

Fixes #1208
2018-07-15 02:44:37 -04:00
Aikar fe9d5b5570 Fix issue with entity activation range check - #1199 2018-07-14 00:12:42 -04:00
Aikar eb1140acce Multitude of changes to attempt to fix #1199 2018-07-12 16:42:56 -04:00
Aikar 8981806621 don't use a stream for entity counts (performance) 2018-07-10 01:06:09 -04:00
Aikar 1ba951ee5d Only use stored chunk ref if it matches current chunk registration
Closes #1197

While this really undoes a lot of the desired performance gains avoiding chunk lookups,
we sadly have to accept this because we are seeing lots of bugs with entities.
2018-07-08 22:39:46 -04:00
Aikar 20aba250df Improve bed search pattern to go inwards out for bed search radius 2018-07-08 03:30:40 -04:00
Aikar 93dc25ecec Fix weird bugs with entities - Fixes #1195 2018-07-05 18:39:43 -04:00
Aikar 8ddd9ddefc Missed a case where to remove a chunk lookup on TE removal (performance, not bug fix) 2018-07-04 17:29:10 -04:00
Aikar 233a81a4ba [CI-SKIP] Remove paper tags - Fixes #1192 2018-07-04 17:26:54 -04:00
Aikar 25f583aaa4 Fix Tile Entities - #1192 Fixed 2018-07-04 17:22:38 -04:00
Aikar cc84e0fab8 Vex#getOwner API
Get's the NPC that summoned this Vex
2018-07-04 15:32:30 -04:00
Aikar 3ed90751c5 Configurable Bed Search Radius
Allows you to increase how far to check for a safe place to respawn
a player near their bed, allowing a better chance to respawn the
player at their bed should it of became obstructed.

Defaults to vanilla 1.
2018-07-04 15:23:15 -04:00
Aikar 2cde0e40c3 support plugins calling OBC directly for inventory close event 2018-07-04 12:33:38 -04:00
Aikar 2df786eb1f Avoid Chunk Lookups for Entity/TileEntity Current Chunk
In many places where we simply want the current chunk the entity
is in, instead of doing a hashmap lookup for it, we now have access
to the object directly on the Entity/TileEntity object we can directly grab.

Use that local value instead to reduce lookups in many hot places.
2018-07-04 03:56:57 -04:00
Aikar 8778a2ef97 Current Chunk for Entity and Block Entities, counts by entity type
This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.

We also store counts by type to further enable other performance optimizations in later patches.
2018-07-04 03:55:24 -04:00
Aikar 58a2e2dc04 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 21:57:33 -04:00
Aikar 14ccb8ebeb Add Critical missing Bukkit API - setTarget/getTarget moved down to SentientNPC
This fixes a CRITICAL missing part of the Bukkit API due to mistakes on upstream
refusing to implement the Sentient NPC baseclass of all NPC's.

Until now, the Bukkit API has not provided a way for accessing and setting
a non creature entities target.

Although Flying, Slime, Ambient, and Water mobs all supported targets internally,
you were unable to get/set it.

Now with the SentientNPC API and these API's moved down, every sentient NPC has
access to target data.
2018-07-01 22:07:35 -04:00
Aikar 2d646ba400 Subtraction goes down, not up. Silly me. 2018-06-30 04:45:17 -04:00
Aikar 0a953a924a Fix issues with getBlockState(false) not loading Tile Entity data
This only impacted people who used our useSnapshots new API in a plugin,
which obviously was no one as the data result was completely broken.

Merged the NPE check patch into mine since it has to handle it too.
2018-06-30 01:40:52 -04:00
Aikar d9c9b9a3d2 LivingEntity Hand Raised/Item Use API
How long an entity has raised hands to charge an attack or use an item

Also aliased isHandsRaised for isChargingAttack in RangedEntity
2018-06-29 00:55:29 -04:00
Aikar 278780623d RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:08:01 -04:00
Aikar 4342d72e74 EntityPathfindEvent should be an EntityEvent 2018-06-25 22:09:11 -04:00
Aikar a0146a41f2 ItemStack API additions for quantity/flags/lore 2018-06-22 23:03:46 -04:00
Aikar 6b198b5cfe Fix another case where villages load chunks 2018-06-21 22:58:09 -04:00
Aikar 34c2733939 Update Upstream 2018-06-20 23:29:33 -04:00
Aikar 899149d68d Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.
2018-06-20 23:19:46 -04:00
Aikar 5bf1029d82 Fire EntityShootBowEvent for Illusioner 2018-06-18 22:19:59 -04:00
Aikar be0d8a5f74 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 01:13:16 -04:00
Aikar 9fc9d3f486 EntityShootBowEvent consumeArrow and getArrowItem API
Adds ability to get what arrow was shot, and control if it should be consumed.
2018-06-18 00:39:04 -04:00
Aikar 23994d33e3 accidently set the wrong collection on last commit
copy pasting...
2018-06-16 16:32:17 -04:00
Aikar 43a2693ca0 Ignore Missing Recipes in RecipeBook to avoid data errors
This code was causing NPE's in saving player data, potentially related to reloads.
2018-06-16 16:30:29 -04:00
Aikar 488c39f0f4 Make SentientNPC extend LivingEntity 2018-06-16 14:28:13 -04:00
Aikar 3368739906 Add SentientNPC Interface to Entities
Used to determine ACTUAL Living NPC's. Spigot mistakenly inversed the conditions for LivingEntity, and
used LivingEntity for Insentient Entities, and named the actual EntityLiving class EntityInsentient.

This should of all been inversed on the implementation side. To make matters worse, Spigot never
exposed the differentiator that there are entities with AI that are not sentient/alive such as
Armor stands and Players are the only things that do not implement the REAL EntityLiving class (named Insentient internally)

This interface lets you identify NPC entities capable of sentience, and able to move about and react to the world.
2018-06-16 14:01:01 -04:00
Aikar 72ec993b61 Print Error details when failing to save player data 2018-06-15 20:40:39 -04:00
Aikar 133396a0c9 Configurable Alternative 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 00:32:35 -04:00
Aikar 5c7524a769 If we remove a corrupt TE, ensure we save the chunk 2018-06-15 00:11:39 -04:00
Aikar 158f100521 Fix CraftEntity hashCode
hashCodes are not allowed to change, however bukkit used a value
that does change, the entityId.

When an entity is teleported dimensions, the entity reference is
replaced with a new one with a new entity ID.

For hashCode, we can simply use the UUID's hashCode to keep
the hashCode from changing.

equals() is ok to use getEntityId() because equals() should only
be true if both the left and right are the same reference.

Since entity ids can not duplicate during runtime, this
check is essentially the same as this.getHandle() == other.getHandle()

However, replaced it too to make it clearer of intent.
2018-06-10 20:29:15 -04:00
Aikar 1e8a800b9a Properly remove entities on dimension teleport
To teleport an entity between dimensions, the server makes a copy
and puts the copy in the new location, and marks the old one dead.

If this method got called for the same world in the same tick,
the entity would not have been removed from the UUID map, and the
world readd would fail.

This can be triggered even with a plugin if the entity is teleported
twice in the same tick, from world A to B, then back from B to A.

The re-add to A will fail to add the entity to the world. It will
actually be there, but it will not be visible on the client until
the server is restarted to re-try the add to world process again.

This bug was unlikely to be seen by many due to the double teleport
requirement, but plugins (such as my own) use this method to
trigger a "reload" of the entity on the client.
2018-06-10 20:09:56 -04:00
Aikar d9dc31cb93 Unset Ignited flag on cancel of Explosion Event
Otherwise the creeper infinite explodes
2018-06-10 01:29:20 -04:00
Aikar d72d79efee Fix potential for NPE if receivers is null and the world was empty 2018-06-06 21:45:30 -04:00
Aikar d4e763c30e ParticleBuilder.hasReceivers shouldnt return true if no players are in the world 2018-06-06 21:35:44 -04:00
Aikar 3f4bd3e8f7 Expand ParticleBuilder more with hasReceivers, fix empty receivers list 2018-06-06 21:27:50 -04:00
Aikar 052479037b Expand particle builder API with radius based radius methods 2018-06-06 20:59:04 -04:00
Aikar 4e86ff1c24 ItemStack#getMaxItemUseDuration
Allows you to determine how long it takes to use a usable/consumable item
2018-06-05 23:01:16 -04:00
Aikar 0cd3d13ae9 WitchReadyPotionEvent
Control what potion the witch readies to use
2018-06-05 22:48:27 -04:00
Aikar 83cf44e60c Don't load chunks for villager door checks
This avoids villages spam loading chunks sync
2018-06-05 00:33:24 -04:00
Aikar 523d47c095 Allow spawning Item entities with World.spawnEntity
This API has more capabilities than .dropItem with the Consumer function

Item can be set inside of the Consumer pre spawn function.
2018-06-04 20:48:14 -04:00
Aikar de96024fe7 PotionEffect clone methods
Help with modifying potion effects
2018-06-04 01:55:52 -04:00
Aikar b75c7d96df Closes #1138 2018-06-04 01:53:37 -04:00
Aikar cb9b5bfa82 add Escape Reason Drown for EndermanEscapeEvent
to detect rain specifically from every other armor ignoring hit
2018-05-31 18:16:26 -04:00
Aikar b4d7828a4f rename method for center to toCenterLocation() 2018-05-24 21:06:06 -04:00
Aikar b70c406245 Location.toBlockLocation
Convert location objects to their block coordinates, or the center of the block
2018-05-24 21:02:38 -04:00
Aikar efe156b1f7 Fix Witch Throw Potion error - Resolves #1129 2018-05-23 23:08:04 -04:00
Aikar e8a70d7bd1 Fix Reason = Player for Experience Orb drop 2018-05-18 19:40:33 -04:00
Aikar 375b54fcd1 WitchThrowPotionEvent
Fired when a witch throws a potion at a player
2018-05-16 20:49:47 -04:00
Aikar 9b4be61ac6 WitchConsumePotionEvent
Fires when a witch consumes the potion in their hand
2018-05-16 20:35:33 -04:00
Aikar 4cbc53e9e8 Improve Profile API to directly extend Yggdrasil, Resolves #1117
This improves plugins like Citizens that rely on direct instance of Yggdrasil implementations.

Instead of wrapping, directly extend and override the methods.

Went ahead and wrapped all of the services in prep in the base patch, then features modify what they need
2018-05-10 23:01:52 -04:00
Aikar 1a80507406 Close Plugin Class Loaders on Disable
This should close more memory leaks from /reload and disabling plugins,
by closing the class loader and the jar file.
2018-05-01 21:36:55 -04:00
Aikar ca4b34856d fix inverted logic on enderman attack 2018-05-01 20:37:52 -04:00
Aikar 6f281bc19f 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 20:19:47 -04:00
Aikar c476e3abd1 Fix EndermanEscapeEvent RUNAWAY being cancelled should also keep target
This will allow you to keep the enderman attacking the player instead
of running away.
2018-05-01 17:03:12 -04:00
Aikar c84c87f8b2 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.

This adds a new Builder API which is much friendlier to use.
2018-04-30 20:32:15 -04:00
Aikar 30e08681c8 Location.isChunkLoaded() API 2018-04-30 19:27:59 -04:00
Aikar f4d5ad301c Additional world.getNearbyEntities API's
Provides more methods to get nearby entities, and filter by types and predicates
2018-04-30 18:27:42 -04:00
Aikar a65cdccb5f Block Enderpearl Travel Exploit
Players are able to use alt accounts and enderpearls to travel
long distances utilizing the pearls in unloaded chunks and loading
the chunk later when convenient.

This disables that by not saving the thrower when the chunk is unloaded.

This is mainly useful for survival servers that do not allow freeform teleporting.
2018-04-30 17:21:59 -04:00
Aikar c25c800a3c Enderman.teleportRandomly()
Ability to trigger the vanilla "teleport randomly" mechanic of an enderman.
2018-04-30 13:30:00 -04:00
Aikar 2c7a08b1df 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.

Resolves #1101
2018-04-30 13:16:42 -04:00
Aikar 4fd6aedac9 Upstream update 2018-04-30 12:20:46 -04:00
Aikar 582999642c Add Ban Methods to Player Objects
Allows a more logical API for banning players.

player.banPlayer("Breaking the rules");
2018-04-28 11:31:26 -04:00
Aikar 5556eda6ba Configurable Allowance of Permanent Chunk Loaders
This disables the behavior that allows players to keep chunks permanently loaded
by default and allows server operators to enable it if they wish.
2018-04-22 10:40:49 -04:00
Aikar 46d4568f31 Update upstream 2018-04-22 10:40:36 -04:00
Aikar ffe824b61b Revert SPIGOT-3894 to restore vanilla behavior
reporter of this issue was incorrect and did not verify vanilla logic

vanilla logic only skips ticks if the flag is set

spigots change causes bugs as it now skips ticking and processing
chunk teleportation, which was a bug I fixed many many years ago...
2018-04-18 01:44:24 -04:00
Aikar 0c446a7dd3 Fix profile requests being made on offline mode servers
Closes #1076
2018-04-08 12:28:04 -04:00
Aikar 31c3ae2bb4 Add Setters for ID/Name and add completeByCache for Profile API 2018-03-25 21:50:46 -04:00
Aikar 36f69d38bc Update upstream 2018-03-25 20:06:44 -04:00
Aikar 90d862413b Don't try to complete profile on creation from cache, only on complete()
For one, the wrong API was used that would trigger a network call.
2018-03-25 20:05:30 -04:00
Aikar 3c6db79e46 Use copies for PlayerProfile in PaperServerList and SkullMeta
Don't want to risk mutating players properties in server list (unlikely, but lets be proper)

and Skull also has a setter API, so that should be used too.
2018-03-22 23:32:55 -04:00
Aikar 855f21c54e More improvements to PlayerProfile code
.equals() was wrong
clean up createPlayerProfile code
don't set profile to null if the complete call fails
2018-03-22 21:56:18 -04:00
Aikar 1b8ea6f3bb Fix Profile Textures and expand PlayerProfile .complete() API
I mistakenly thought .complete() also checked for textures, which was not the case

So the logic was not working as desired.

Also some undesired logic paths lead to textures of the logging in player being dropped, forcing
us to always load the textures immediately again on login, leading to rate limits.

Everythings now good

the .complete() api now will default specify to also complete textures, but you may
pass false to it to skip loading textures.
2018-03-22 21:40:57 -04:00
Aikar e92baf5367 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 01:41:44 -04:00
Aikar 3341a93c7f Check Profile Cache for PlayerProfile API
This ensures we look up the name for ID only Profiles

If the profile is in the UserCache, we can get those details quickly

This should avoid some unnecessary round trips.

Additionally, handle profiles for offline mode to use offline UUID's
2018-03-22 01:28:22 -04:00
Aikar feaa8460b1 Fix Dragon Server Crashes
If the dragon tries to find "ground" and hits a hole, or off edge,
it will infinitely keep looking for non air and eventually crash.
2018-03-21 20:51:12 -04:00
Aikar 2f9a09cda5 Configurable Unrestricted Signs - Resolves #1054
Bukkit restricts command execution of signs to test if the sender
has permission to run the specified command. This breaks vanilla
maps that use signs to intentionally run as elevated permission.

Bukkit provides an unrestricted advancements setting, so this setting
compliments that one and allows for unrestricted signs.

We still filter sign update packets to strip out commands at edit phase,
however there is no sanity in ever expecting creative mode to not be
able to create signs with any command.

Creative servers should absolutely never enable this.
Non creative servers, enable at own risk!!!
2018-03-21 19:59:54 -04:00
Aikar 6b6373a077 Only complete incomplete profiles - Resolves #1053 2018-03-21 19:12:02 -04:00
Aikar 71d64fa4f2 Remove the immediate dispatch optimization and adjust thread executors
hopefully will resolve #1049
2018-03-18 20:09:12 -04:00
Aikar 9e2678f71a Update javadoc on setPlayerProfile 2018-03-18 13:28:01 -04:00
Aikar aa8ad3124a Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.
2018-03-18 12:32:09 -04:00
Aikar 87dc694af9 Ability to change PlayerProfile in AsyncPreLoginEvent
This will allow you to change the players name or skin on login.
2018-03-18 11:46:14 -04:00
Aikar 0094c1669c Add PlayerProfile.complete() API to trigger skin lookup 2018-03-18 11:31:32 -04:00
Aikar 0d220393d1 Fix more issues with async scheduler and cancelling pending task
was a race condition, so do need to use the head/parsePending logic still
2018-03-17 14:59:03 -04:00
Aikar 700c900cc3 Fix isCurrentlyRunning for sync tasks
Not sure where this would of ever been used, but for correctness sake.
2018-03-17 13:14:44 -04:00
Aikar 7241626ffd check that a task is valid before executing incase it was cancelled elsewhere
also set runners in the short circuit path so we know of the pending task incase its long running
2018-03-17 12:58:27 -04:00
Aikar fb8222874d 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.

Additionally, an optimization was made that if a plugin schedules
a single, non repeating, no delay task, that we immediately dispatch it
to the executor pool instead of scheduling it. This avoids an unnecessary
round trip through the queue, as well as will reduce the size growth of the
queue if a plugin schedules lots of asynchronous tasks.
2018-03-16 23:09:51 -04:00
Aikar 2a34a59149 explicit, not implicit... oops 2018-03-11 14:21:03 -04:00
Aikar 9e35831323 Disable Implicit Network Manager Flushing
This seems completely pointless, as packet dispatch uses .writeAndFlush.

Things seem to work fine without implicit 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.implicit-flush=true
2018-03-11 14:15:38 -04:00
Aikar af506a11ee Prevent Frosted Ice from loading/holding chunks 2018-03-10 16:33:49 -05:00
Aikar b4c8581812 Fix ProfilePropertyIterator#remove() recursion bug 2018-03-07 21:03:01 -05:00
Daniel Ennis 5ead7691dd Add self to LICENSE as MIT 2018-03-06 20:46:25 -05:00