Commit Graph

534 Commits

Author SHA1 Message Date
Aikar fbcd3ce763 Add sub timings to chunk map 2016-06-05 00:10:50 -04:00
Zach Brown ebfc40dde6 Merge pull request #317 from MyPlayPlanet/fix-fence-fallblock
Fix fallingblocks getting stuck on fences
2016-06-04 18:24:27 -05:00
Zach Brown d9e7de59e9 Fix a few global configuration options being unavailable 2016-06-04 17:26:11 -05:00
Aikar e18cef3e72 remove part of my hopper patch, not sure its doing what I intended 2016-06-04 11:52:25 -04:00
Martin Panzer fb10fff9b0 Fix fallingblocks getting stuck on fences 2016-06-04 10:11:03 +02:00
Aikar ba0a4c75bd Only send Dragon/Wither Death sounds to same world
Also fix view distance lookup
2016-05-31 23:56:19 -04:00
Aikar a9ec7b3a75 Fix skeleton horse spawn chance ignoring difficulty modifier if custom set
Also reduce diff
2016-05-30 12:50:57 -04:00
Zach Brown 44857e00e2 Merge pull request #310 from MyPlayPlanet/server-name-param
Add server-name as server parameter
2016-05-29 18:35:03 -05:00
Zach Brown a618f33267 Stop relocating jopt-simple
Workaround for GH-189
Relocation breaks the lookup of a resource bundle, and this is easier than forking and maintaining our own version
 AFAIK this should be fine to do. Guess we'll see
2016-05-29 18:26:35 -05:00
Martin Panzer 805e5c6be7 Add server-name as server parameter 2016-05-28 12:02:57 +02:00
Aikar d9971432c2 re-add timing that spigot missed 2016-05-27 22:29:09 -04:00
Aikar e9c7cca230 Ensure chunks never load async
Force operation to main thread if it occurs async
2016-05-27 22:28:23 -04:00
Zach Brown ff2c1ee38e Update upstreams 2016-05-27 21:22:18 -05:00
Aikar cac7bbc139 Remove unneeded mob spawn cap patch - Fixes #235
I misread the code and thought the code kept looping until the mob spawn cap was hit.

Upon furthur review, this is not true, so this patch doesn't do anything sane.
2016-05-27 21:35:28 -04:00
Aikar 45aa7db5c4 Update Upstream 2016-05-25 12:37:17 -04:00
Martin Panzer bd2fb5d530 Optimize Redstone torch list removal 2016-05-24 20:08:40 -05:00
Zach Brown 50277c2ceb Remove comment and fix build }}}}} 2016-05-22 21:20:15 -05:00
Zach Brown 4e74c43218 Re-add some method synchronization and move to a SingleThreadedExecutor in MCUtils 2016-05-22 21:14:17 -05:00
Zach Brown 87366c4f4d Temporarily remove synchronization from UserCache optimizations
In regards to GH-301
2016-05-22 21:07:40 -05:00
Zach Brown 5f6f6c6321 Update old TNT cannon mechanics patch to 1.9.4
Behavior may be buggy or otherwise broken, testing with the option is needed.
`fix-cannons` has been removed in favor of `enable-old-tnt-cannon-behaviors`
2016-05-22 20:26:15 -05:00
Zach Brown 32ea7542d2 Update upstream CB
Closes GH-303
2016-05-21 22:07:14 -05:00
Zach Brown 143ab568d4 Update B/CB/S
Closes GH-288
2016-05-20 17:32:50 -05:00
Aikar 8bee892ded Avoid blocking on Network Manager creation
Fixes #294

Use a pending list to handle new connections so that the netty threads
do not block waiting for the main thread to finish ticking
2016-05-16 23:21:26 -04:00
Aikar c623104ffa MC-99914 - ensure EntityItem loads before EntityPotion 2016-05-16 22:54:48 -04:00
Aikar 4bead5b898 bump the default maxMobSpawns default to 250, and add support for unlimited
Use -1 to represent vanilla/unlimited.
Updated PaperWorldConfig to also update the individual worlds limit if it was set
to the new default value.

Should hopefully help #235
2016-05-16 22:07:12 -04:00
Aikar 478f246490 Optimize UserCache / Thread Safe
Because Techable keeps complaining about how this isn't thread safe,
easier to do this than replace the entire thing.

Additionally, move Saving of the User cache to be done async, incase
the user never changed the default setting for Spigot's save on stop only.
2016-05-16 21:14:28 -04:00
Aikar 1a5414bc4e Add Async Helper method to MCUtil 2016-05-16 20:50:09 -04:00
Aikar e4c179e827 Refactor Lighting Queue System
may help #284

Cleans up the lighting queue system, reducing diff and improving implementation.

We no longer stop chunk unloads due to lighting updates, and instead simply flush the lighting queue.
The cost of forcing the chunk (and its neighbors!) to stay loaded waiting for its
lighting work to finish is much greater than simply taking the hit and doing the work.

This change also helps reduce the diff and avoid bugs with missed diffs by removing
duplicated logic.

Also switches to a more effecient data structure (ArrayDeque instead of LinkedList) for the queue itself.
2016-05-15 18:48:39 -04:00
Zach Brown b9c321ff21 TileEntityLootable can call processRefill with a null player
Seems specific to EntityMinecartChest
Fixes GH-290
2016-05-15 01:41:36 -05:00
Aikar 0c78971552 More cases of avoiding marking active for chunks, to stop potential leaks 2016-05-13 22:27:20 -04:00
Aikar 016dca3390 Bring back an EAR optimization from 1.9.2 2016-05-13 01:39:03 -04:00
Aikar b6d0dd32c6 Fix chunk leak issue with queued light updates 2016-05-13 01:34:37 -04:00
Zach Brown f30c245be2 Make watchdoge disabler its own patch file
Change implementation, smaller diff, less NPE
2016-05-12 23:04:49 -05:00
BlackHole b2087ca1af Override BlockPosition.MutableBlockPosition.isValidLocation()
Fixes GH-281
2016-05-12 12:56:48 -05:00
Aikar 4e3d8a41ee Fix T/TE removal list bug
Thanks @Cat6363
2016-05-12 08:55:35 -04:00
Aikar 1850ae22cf unmark chunk as unloading when unload is cancelled
no obviousy bugs caused by this at the moment, but we may need to clean up process to be like
how I use to have it before vanilla did it, and we shouldn't leave this boolean in an invalid state.
2016-05-12 02:07:39 -04:00
Aikar a1916005e1 Fix chunk unload leak issues due to neighbor updates 2016-05-12 01:55:53 -04:00
Aikar 34fcd8ccc2 Paper 1.9.4 Update 2016-05-11 22:07:46 -04:00
Zach Brown 324bde1f10 Make beacons force secondary potion effect application
Fixes GH-273
Missed case from earlier fix 29dccccac4
2016-05-08 15:33:53 -05:00
Aikar 68f8205a32 Don't save empty scoreboard teams to scoreboard.dat - Fixes #244
While I can't think of any reason to do this except some REALLY weird workflow, I still added a config
to let you save them incase someone runs into issues.
2016-05-07 23:39:22 -04:00
Aikar e7be15b884 fix bug with lootable API
was returning the NMS instance of objects instead of the Bukkit API objects
2016-05-07 21:16:38 -04:00
Gabscap b9cdcf1d68 Add null-check to "Entity Tracking Improvement" 2016-05-06 16:09:52 +02:00
Zach Brown b6da0fdf02 Move this somewhere sane 2016-05-05 20:18:20 -05:00
Zach Brown da5cd0a63e Revert "Add debug property to disable the watchdog"
This reverts commit d1c470756f962801e7d3bc19bee9440f33a4706e.
2016-05-05 20:10:32 -05:00
Zach Brown 139c4ccf0d Add debug property to disable the watchdog
Use at your own risk, we will not waste our time with support
if your server times out and you cant put 2+2 together to
figure out that its because you killed the watchdoge
2016-05-05 20:02:38 -05:00
Aikar 5c5c2b0a22 Fix hopper suck in patch bug
was checking for ItemStack's instead of EntityItem
2016-05-05 20:22:01 -04:00
Aikar 2570184ba1 Implement getNMSWorld on EntityMinecartContainer
Was missed because the class is abstract and nothing implementing the class was imported in Paper
2016-05-04 20:33:16 -04:00
Aikar 37eafdba1b Entity Tracking Improvements
If any part of a Vehicle/Passenger relationship is visible to a player,
send all passenger/vehicles to the player in the chain.
2016-05-04 20:10:22 -04:00
Aikar 7947dd83ae Do not load chunks for pathfinding 2016-05-04 19:53:33 -04:00
Aikar 3da6be053f LootTable API & Replenishable Lootables Feature
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.

This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"

API and Event added to control the Auto Replenish feature for players.
2016-05-01 23:54:08 -04:00