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>
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.
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
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
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
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.