Commit graph

9229 commits

Author SHA1 Message Date
Lulu13022002
99ae7bbc97
Don't require author and title to be set on signed book meta (#11068) 2024-07-14 15:33:52 +02:00
Nassim Jahnke
34a2917dcc
Add default canUse and permission methods to BasicCommand (#11047) 2024-07-14 14:04:38 +02:00
Nassim Jahnke
1595e4afc0
Make watchdog thread extend TickThread again 2024-07-14 13:59:18 +02:00
Spottedleaf
2288e13816 Update last chunk position in findSupportingBlock
Fixes fetching chunks needlessly multiple times.

Thanks Lulu13022002 for pointing this out
2024-07-13 11:44:52 -07:00
Bjarne Koll
5a503d7db4
Bulk bugfixes for itemstack damage API (#11063)
A general set of bugfixes for itemstack damage related logic.

1. Prevent NPE when calling deprecated ItemStack#getMaxItemUseDuration()
2. Do not apply enchantments when damaging items via API
3. Do not error when passing a null equipment slot to hurtAndBreak
4. Correctly call PlayerItemBreakEvent
2024-07-12 20:47:08 +02:00
Nassim Jahnke
ffe31a1cd0
Readd async saveddata io 2024-07-12 17:58:54 +02:00
Bjarne Koll
70ff1ec079
Only skip damage tick if damage is unmodified zero (#11058)
Only skip the damage tick logic on player entities if the original
damage was zero and was not modified by plugins down the line.

This way all the following three scenarios trigger the damage tick

  a) vanilla damage was 0, plugin set it to non zero
  b) vanilla damage was non zero, plugin did not modify it
  c) vanilla damage was non zero, plugin set it to zero.

Regarding case c, the argument here is that EntityDamageEvent#setDamage
should not modify the damage tick logic.
2024-07-12 09:47:50 +02:00
Nassim Jahnke
2773dc4847
Add light block to indestructible block list 2024-07-12 09:24:50 +02:00
Shane Freeder
c6e9579688
Fix explosions calculation getting stuck (#11061)
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
2024-07-12 09:16:03 +02:00
Spottedleaf
0e02aa5b8e Port watchdog detail patch 2024-07-11 12:28:27 -07:00
Spottedleaf
1d0fcb5aaf Port lag compensation patch 2024-07-11 12:22:59 -07:00
Spottedleaf
821081d646 Drop unapplied patches
1012-Use-distance-map-to-optimise-entity-tracker.patch:
1025-Collision-optimisations.patch:
1034-Actually-optimise-explosions.patch:
1039-Send-full-pos-packets-for-hard-colliding-entities.patch:
Implemented in Moonrise patch

1037-Distance-manager-tick-timings.patch:
Not needed

0668-Implement-regenerateChunk.patch:
API does not appear to be used, and it is a real pain to
implement this properly. The old patch did not handle
populators correctly, for example.
2024-07-11 12:13:41 -07:00
Spottedleaf
90ae1dc573 Port collision optimisation patch from Moonrise
Drop random ticking optimisation for now
2024-07-11 12:09:15 -07:00
Spottedleaf
7bd22b1835 Optimise entity tracker
Patch is ported from Folia
2024-07-11 09:23:56 -07:00
Spottedleaf
f250ec0a2e Increment ChunkHolderManager current tick
This is an oversight from copying from Folia. The current tick
should be incremented so that incremental autosave can properly
occur.
2024-07-11 08:57:31 -07:00
Spottedleaf
a594d182e4 Fix entities not being visible to clients when teleporting
When teleporting, the spawn position packet will contain the
old position. Then the following tracking update will send a
teleport packet, but the client will lerp the position change
over 3 ticks. However, the client does not tick entities in
unloaded chunks - resulting in the lerp never occuring.

We fix this by sending the current position in the spawn packet.
2024-07-11 08:34:10 -07:00
Spottedleaf
8b558d9e0b Apply entity tracker desync patch 2024-07-11 08:15:36 -07:00
Spottedleaf
f7124df56b Fix recursive chunk loading in chunk unload event
Since the chunk may not even be at a loaded ticket level, the
getChunk call may invoke a sync load. To prevent this, we can
retrieve the full loaded chunk first which is guaranteed to be
non-null when unloading.
2024-07-11 07:16:42 -07:00
Nassim Jahnke
20889d04d8
Fix method reflection remapping with null parameter types passed
Fixes #11052
2024-07-10 18:22:02 +02:00
Bjarne Koll
b0ef3ca25a
Only call EntityDamageEvents before actuallyHurt (#11045)
The recent upstream update moved around the event logic for
EntiyDamageEvent and its derivatives.
However, the event was called on every call to #hurt as it was moved out
of actuallyHurt.

This patch moves the invocation directly before the #actuallyHurt calls,
respective invulnerable timings.
2024-07-09 17:13:51 +02:00
Bjarne Koll
70b0e84476
Properly apply damage tick after absorption (#11043)
The logic in place to prevent players from processing a damage
tick/knockback/etc when hit with 0 damage incorrectly used the damage
events final damage value, which is reduced by absorption.

Instead, use the event's "raw damage", e.g. the amount passed to hurt,
in order to determine if the damage tick should be skipped.
This still allows plugins to change the damage to a non-zero value and
properly damage ticks the player in such a case, but correctly processes
the damage tick in cases where the original damage is non zero but the
actual damage is.
2024-07-08 21:20:18 +02:00
Nassim Jahnke
62ed302bf4
Fix entity distance check when applying knockback
Fixes #11036
2024-07-07 19:27:45 +02:00
Jake Potrebic
2fa5e0e0df
Fix horse inventories (#11028) 2024-07-06 14:25:23 -07:00
Bjarne Koll
4d20922b79
Updated Upstream (Bukkit/CraftBukkit/Spigot) (#11024)
* Updated Upstream (Bukkit/CraftBukkit/Spigot)

Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
e86f4dc4 PR-1041: Improve getPlayer(String) docs to clarify it matches the name
9738f005 Fix spawner API documentation
69ebd9fd PR-1034: Add TrialSpawnerSpawnEvent
23cffd9c PR-973: Improve spawner API and add API for Trial Spawners
8bf19163 PR-1038: Clarify HumanEntity#openInventory(InventoryView) JavaDoc
1ff76351 SPIGOT-7732, SPIGOT-7786: Add freezing damage modifier
02161cb4 PR-1034: Add CreatureSpawnEvent.SpawnReason#TRIAL_SPAWNER
f9cb6f34 SPIGOT-7777: All entity potion effects are removed on death
25d548eb PR-1031: Expose Creeper igniter
ccbf0915 SPIGOT-7770: Reserve spaces in shaped recipes for blank ingredients
17f7097c Clarify ambiguity around what is API
71714f0c Remove note from InventoryView JavaDoc
aaf49731 PR-1030: Deprecate more unused methods in UnsafeValues
3a9dc689 SPIGOT-7771: Material.getDefaultAttributes always returns an empty map

CraftBukkit Changes:
c3ceeb6f7 SPIGOT-7814: Call PlayerShearEntityEvent for Bogged
97b1e4f58 Fix wolf armor not dropping from use of shears
fd2ef563a SPIGOT-7812: Revert "SPIGOT-7809: Restore shield/banner conversion for base colours"
f672c351b SPIGOT-7811: Enchantments are applied on sweeping attack even if damage event is cancelled
cfe29350b SPIGOT-7808: Fix implementation of Enchantment#getName() for bad name return
19335f69e SPIGOT-7809: Restore shield/banner conversion for base colours
ae4f5a0be SPIGOT-7805: Fix jukebox deserialization
62e3b73a4 SPIGOT-7804: Fix written book serialization
aac911d26 SPIGOT-7800, SPIGOT-7801: Keep vanilla behaviour for items dropped on player death
13ece474f PR-1429: Implement TrialSpawnerSpawnEvent
bf13e9113 PR-1354: Improve spawner API and add API for Trial Spawners
515fe49e1 Increase outdated build delay
9cd5a19a0 SPIGOT-7794: Cancelling InventoryItemMoveEvent destroys items
ce40c7b14 SPIGOT-7796: Kickplayer newlines not working
5167256ff SPIGOT-7795: Fix damage/stats ignore the invulnerable damage time
f993563ee Improve cross-world teleportation handling
ab29122cf PR-1433: HumanEntity#openInventory(InventoryView) should only support views belonging to the player
764a541c5 SPIGOT-7732: Issue with the "hurt()" method of EntityLiving and invulnerable time
820084b5f SPIGOT-7791: Skull BlockState with null profile causes NullPointerException
5e46f1c82 SPIGOT-7785: Teleporting a player at the right moment can mess up vanilla teleportation
cbd95a6b3 SPIGOT-7772: Include hidden / non-sampled players in player count
3153debc5 SPIGOT-7790: Server crashes after bee nest is forced to update
e77bb26bb SPIGOT-7788: The healing power of friendship advancement is never granted
ee3d7258a SPIGOT-7789: Fix NPE in CraftMetaFirework applyToItem
2889b3a11 PR-1429: Add CreatureSpawnEvent.SpawnReason#TRIAL_SPAWNER
cdd05bc7f SPIGOT-7777: Speed attribute stays after death; missing EntityPotionEffectEvent call
d0e6af2d4 PR-1428: Expose Creeper igniter
d01c70e93 PR-1425: Fix bytecode transformation taking care of class-to-interface compatibility.
b2b08f68c SPIGOT-7770: Fix certain shaped recipes not registering
3f8e4161f PR-1426: Deprecate more unused methods in UnsafeValues
2c9dd879e SPIGOT-7771: Material.getDefaultAttributes always returns an empty map

Spigot Changes:
491f3675 Rebuild patches
0a642bd7 Rebuild patches
8897571b Rebuild patches
cb8cf80c Fix newlines in custom restart message
1aabe506 Rebuild patches
2024-07-06 21:19:14 +02:00
Jason Penilla
8d91b859cb
Prioritize vanilla commands in function parsing (#11011)
* Prioritize vanilla commands in function parsing

* Handle command blocks as well
2024-07-04 11:49:00 -07:00
Nassim Jahnke
be8ac7acc3
Fix respawn error due to null location
Closes #11017
2024-07-04 16:20:03 +02:00
Nassim Jahnke
b89e6a0195
Readd more patches 2024-07-04 12:46:15 +02:00
Spottedleaf
8c8b227547 Execute chunk tasks mid-tick
If the server tick length is high, then the amount of time
available to process chunk tasks inbetween ticks is low. As a
result, chunk loading and generation may appear to slow down.

To ensure that chunk tasks are always processed, we add logic to
execute chunk tasks during tile entity tick, entity tick, chunk
random ticking, and scheduled block/fluid ticking. The mid-tick task
execution is timed so that it is not prioritised over the server
tick.
2024-07-03 19:22:43 -07:00
powercas_gamer
7eec21e80d
[ci skip] add adventure-key javadoc (#11014) 2024-07-02 21:52:04 +01:00
granny
b45d9b6c97
Fix summon_entity effect attempting to add incorrect entity (#11004) 2024-07-01 10:16:07 +02:00
Nassim Jahnke
aa8d38d3db
Add forRemoval to material data deprecations (#10996)
2018 is calling
2024-06-29 10:58:37 +02:00
Nassim Jahnke
1f5db50424
Change item/xp merge and entity tracking range defaults (#10986) 2024-06-27 22:08:34 +02:00
Spottedleaf
dd49fba8c5 Fix NPE when retrieving an entity with a null UUID
While the null UUID is almost certainly an error, the old
implementation did not NPE as it used a plain HashMap for lookup
by UUID, whereas we use a ConcurrentHashMap which will NPE on
null keys.
2024-06-23 18:59:56 -07:00
Jake Potrebic
dd31654684
bump reflection-rewriter to 0.0.3 (#10969) 2024-06-23 16:39:45 -07:00
Lulu13022002
b99d071a36
Swap some nullable annotations (#10960) 2024-06-24 00:42:44 +02:00
Jake Potrebic
1d3fc0ee68
Bump reflection-rewriter to 0.0.2 (#10927) 2024-06-24 00:29:50 +02:00
Jake Potrebic
897ece48d5
Call EntityPortalEnterEvent on endgateways and make cancellable (#10892) 2024-06-23 15:01:12 -07:00
Lulu13022002
5ae4758c8b
Fix speed for launched trident using api (#10936) 2024-06-23 14:37:20 -07:00
Lulu13022002
97afc9a00c
Fix StackOverflowError for new dispenser interaction (#10949) 2024-06-23 22:24:17 +02:00
SoSeDiK
b2e5587a2e
Expose LivingEntity#canUseSlot (#10930) 2024-06-23 22:11:39 +02:00
Lulu13022002
95aa440473
Add missing effect cause and deprecate PATROL_CAPTAIN cause (#10958) 2024-06-23 22:08:13 +02:00
scarfacered
19eefe9321
Fix SoundEffects only to players diff (#10966)
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
2024-06-23 22:03:32 +02:00
Shane Freeder
812701d901
Do not crash when an exp orb attempts to mend an unrepairable item 2024-06-23 14:04:58 +01:00
Lulu13022002
76c2f16f57
Fix wrong diff applying delta twice (#10959) 2024-06-22 20:11:34 +02:00
Pedro
77c763b5ef
Fix PlayerShearBlockEvent drops ignored for Pumpkin (#10956) 2024-06-22 14:50:47 +01:00
Spottedleaf
19105a9019 Fix unload queue storing chunks in wrong sections
The unload queue stored the chunks in the same section as
the chunk coordinate, when it needed to apply the unload shift.

Additionally, change the default region shift to the ticket
propagator shift as there is no benefit to using a low region
shift since no regionizing is occuring. This makes the unload
queue shift 6, which should reduce the number of sections to deal
with while processing unloads.
2024-06-21 11:57:03 -07:00
Lulu13022002
9cd0201535
Preserve velocity for fireball (#10934) 2024-06-21 11:06:31 -07:00
Lulu13022002
0409a68f50
deprecate and update some entity tags (#10932) 2024-06-21 18:51:00 +02:00
Lulu13022002
081146c56e
Validate using_converts_to for food component (#10931) 2024-06-21 18:48:48 +02:00
Lulu13022002
d64be7e10a
Fix NPE of AbstractArrow#getWeapon (#10933) 2024-06-21 18:48:29 +02:00