11049 Commits

Author SHA1 Message Date
Dylan K. Taylor
0ecd68e4a7 LightUpdate: remove premature optimisation which breaks when mass-update lighting is used
when setBlockSkyLightArray/setBlockLightArray was used, currentLightArray would retain a reference to the old light array, which would cause false readings if SubChunkExplorer didn't move away from that subchunk and back.
This causes a small degradation of performance, but I think it can be implemented differently anyway.
This also fixes #3816.
2020-10-27 18:01:31 +00:00
Dylan K. Taylor
05ab75b5ce PopulationTask: do not calculate lighting for chunks
we do this ondemand now, which means this is just wasting CPU for the vast majority of generated chunks.
2020-10-27 17:03:57 +00:00
Dylan K. Taylor
31c2c3abb5 SubChunkExplorer::moveTo() now returns a status
this can be used by SubChunkExplorer subclasses to implement specialized logic.
2020-10-26 16:25:21 +00:00
Dylan K. Taylor
390bc631c8 SubChunk: added moveToChunk() 2020-10-26 16:04:31 +00:00
Dylan K. Taylor
8bab9cc108 RegionWorldProvider: use morton2d directly instead of abusing chunkHash()
while these currently do the same thing, it's very confusing and creates an unnecessary dependency on World.
2020-10-26 15:34:32 +00:00
Dylan K. Taylor
d6ed542fcd Merge remote-tracking branch 'origin/stable' into master
# Conflicts:
#	composer.json
#	composer.lock
#	src/CrashDump.php
#	src/pocketmine/Server.php
#	src/pocketmine/level/format/io/region/McRegion.php
#	tests/phpstan/configs/check-explicit-mixed-baseline.neon
#	tests/phpstan/configs/l7-baseline.neon
#	tests/phpstan/configs/l8-baseline.neon
#	tests/travis/setup-php.yml
2020-10-26 16:18:53 +00:00
Dylan K. Taylor
4c0c2ebd24 CS cleanup 2020-10-26 15:56:30 +00:00
Dylan K. Taylor
0b550b346b imports cleanup 2020-10-26 15:43:25 +00:00
Dylan K. Taylor
3f254bd49c Separated effects' MCPE ID registration from VanillaEffects 2020-10-24 18:52:20 +01:00
Dylan K. Taylor
cf7f50af06 Fixed test failure 2020-10-24 18:25:42 +01:00
Dylan K. Taylor
c5b925a213 Moved EnchantmentIds to pocketmine/data/bedrock package 2020-10-24 18:24:39 +01:00
Dylan K. Taylor
f3f7ff9237 Enchantment internal IDs are now dynamic 2020-10-24 18:21:31 +01:00
Dylan K. Taylor
47976bac34 Moved enchantment ID handling to pocketmine/data/bedrock package
this permits plugins to register their own enchantments mapped to MCPE IDs again.
2020-10-24 17:59:46 +01:00
Dylan K. Taylor
2e1239f77a EnchantCommand no longer accepts numeric enchantment IDs 2020-10-24 17:33:17 +01:00
Dylan T
69aa7c5ac1
Support for Composer v2 (#3880) 2020-10-24 16:42:38 +01:00
Dylan K. Taylor
11b74868ee CraftingTransaction: remove impossible condition
this is never hit thanks to the logic flow above - recipeItems is never empty.
2020-10-24 11:22:02 +01:00
Dylan K. Taylor
9a53de0903 Utils: explode() never returns an empty array 2020-10-24 11:19:37 +01:00
Dylan K. Taylor
0f8101d4a6 McRegion: Ignore files which don't have a valid file extension
previously a file with a 4-letter name ending in 'mca' in the region folder of a PMAnvil world would cause the world format to be unrecognized. This happens because strrpos() returns false when the substring isn't found, which gets coerced to 0 when used in addition.
2020-10-24 11:15:07 +01:00
Dylan K. Taylor
55ecac4c80 Fixed always-true condition in world loading
this has a couple of side effects which need to be explored.
- first of all, this bug prevented generateLevel() from filling in the preset from server.properties. With this fix, worlds which don't have any extra generator settings will start to be generated using server.properties settings, which is almost certainly not expected behaviour.
- preset can now be specified separately from generator in pocketmine.yml, which is nicer for users.
2020-10-24 11:10:35 +01:00
Muqsit Rayyan
3b632a8deb
Handle InvalidArgumentException thrown by VanillaEnchantments::fromString (#3878) 2020-10-24 06:43:14 +01:00
Dylan K. Taylor
9947e13121 Yank constants out of Enchantment base class 2020-10-23 21:04:27 +01:00
Dylan K. Taylor
a01c086481 Introduced VanillaEnchantments registry 2020-10-23 20:48:19 +01:00
Dylan K. Taylor
e9038336e3 EventPriority: hardcode name -> value mapping instead of using constant()
this would have caught fire if additional non-priority constants were added, or if the constants were renamed.
2020-10-23 20:14:37 +01:00
Dylan K. Taylor
f5e033ad5d AsyncPool: fixed stable merge error 2020-10-23 13:25:52 +01:00
Dylan K. Taylor
23e5ade77e Merge branch 'stable' into master
# Conflicts:
#	build/make-release.php
#	composer.lock
#	resources/vanilla
#	src/plugin/PluginDescription.php
#	src/pocketmine/entity/Human.php
2020-10-21 16:55:52 +01:00
Dylan K. Taylor
2a1d1e90a2 php-cs-fixer nits 2020-10-21 16:44:57 +01:00
Dylan K. Taylor
286ac2a975 Rework World::blockHash() to use morton3d
this uses the unused bits on the Y component to expand the X/Z axes to 2^27 blocks long instead of 2^21 permitted by a regular morton3d code. It does require the sacrifice of an additional bit on the Y axis, but the performance advantages are more than worth it.
I'm exploring how realistic it would be to just eliminate blockHash global usage (currently in lighting updates and explosions). This would allow scaling up to 2^32 without larger hashes (morton2d for chunks).
2020-10-20 20:31:10 +01:00
Dylan K. Taylor
9a282e2646 Noise: Improve fastNoise3D performance by ~25-30% 2020-10-17 20:03:19 +01:00
Dylan K. Taylor
095449e86a Normal (generator): micro optimisations (and readability improvements) 2020-10-17 19:24:01 +01:00
Dylan K. Taylor
0f9d5f7011 ext-morton is now required and used for World::chunkHash() and World::chunkBlockHash() 2020-10-17 16:09:30 +01:00
Dylan K. Taylor
de6d260b76 Fixed cactus and sugarcane trying to grow past the top of the world 2020-10-17 15:05:55 +01:00
Dylan K. Taylor
a251960c1c AsyncPool: expose workerUsage to the API
this allows plugins (and maybe later on the core) to detect async worker overload and warn the user about potential performance issues.
I planned to implement such detection in the core directly, but it turned out to be a bit more complex than I anticipated. At the least, this API might be useful to someone else.
2020-10-16 21:20:49 +01:00
Dylan K. Taylor
d38791e27d Listener: Drop support for @softDepend annotation
literally nobody uses this. I don't think anyone even knows it exists.
It's also an obstacle to separating event handler registration from PluginManager.
2020-10-16 21:10:57 +01:00
Dylan K. Taylor
52f734799e Human: do not modify totalXp unless setting XP succeeds 2020-10-16 20:43:03 +01:00
Dylan K. Taylor
42171f6e06 Human: beware negative values in addXp() 2020-10-16 20:42:13 +01:00
Dylan K. Taylor
792f38f474 Carpet and Wool now have dynamic colours 2020-10-15 14:45:28 +01:00
Dylan K. Taylor
0ef0848c44 Concrete and ConcretePowder colour is now dynamic 2020-10-15 14:30:07 +01:00
Dylan K. Taylor
1fe4fdc67c PluginDescription: fixed some very old refactoring errors 2020-10-15 13:55:40 +01:00
Dylan K. Taylor
3aca03d262 Player: clean up refs when forced chunk unload is detected
this might happen because of a plugin, or low memory condition.
2020-10-13 18:17:12 +01:00
Dylan K. Taylor
44e446b621 Merge remote-tracking branch 'origin/stable' into master
# Conflicts:
#	build/php
#	composer.lock
#	phpstan.neon.dist
#	resources/vanilla
#	src/pocketmine/Server.php
#	src/pocketmine/VersionInfo.php
#	src/pocketmine/entity/Entity.php
#	src/pocketmine/lang/locale
#	src/utils/Timezone.php
#	tests/phpstan/bootstrap.php
#	tests/phpstan/configs/custom-leveldb.neon
2020-10-13 17:51:49 +01:00
Dylan K. Taylor
03837c1b71 ZlibCompressor: use libdeflate if available
I may make libdeflate mandatory later on, but right now we haven't been able to ship it on all platforms yet.
2020-10-13 17:30:27 +01:00
Dylan K. Taylor
3e2926441d PluginDescription: make sure that extensions constraints are actually strings 2020-10-13 17:21:10 +01:00
Dylan K. Taylor
0b33762be0 PluginDescription: fixed type of extensions (reported by phpstan 0.12.49) 2020-10-13 17:21:10 +01:00
Dylan T
e6f89213dc
Entity: properly account for upwards motion when calculating fall distance (#3867)
Previously, upwards movement wouldn't be considered, but downwards would, so if an entity bobbed up and down in the air for a while (e.g. while being comboed in PvP), the downwards distance would accumulate and deal a large amount of fall damage on touchdown.
This commit changes fall distance measurement to correctly account for upwards movement.

A better way of measuring fall distance would simply be to record the highest Y coordinate reached while in the air, and then measure the distance between that and the point of contact when landing. This would also remove the need to constantly update the fallDistance field. However, this would involve a BC break and will therefore have to wait until PM4.
2020-10-13 14:16:09 +01:00
jasonwynn10
7027a9b972
camelCase 2020-10-12 08:25:34 -04:00
Jason
b02f3f4090
Isolate and always show IP details on install 2020-10-11 18:57:30 -04:00
Dylan K. Taylor
eabfd2a37b World: replace sendBlocks() with createBlockUpdatePackets()
this allows the caller to decide how the packets should be sent.
2020-10-11 16:30:54 +01:00
Dylan K. Taylor
ca9f3020b4 World: added private broadcastPacketToPlayersUsingChunk()
this is equivalent to the old addChunkPacket, but private and with a less stupid name.
2020-10-11 15:21:15 +01:00
Dylan K. Taylor
a05b1fec7e World: rename chunkPackets -> packetBuffersByChunk 2020-10-11 15:18:57 +01:00
Dylan K. Taylor
bd3bf3d0ce Revert "World: do not group broadcasted packets by chunk, broadcast directly instead"
This reverts commit b172c93e45e60ee3dbfd8a2efbede60b894673a3.

I made a significant mistake with this change: the scaling factor of
batch-by-chunk is O(nSendBytes), while the scaling factor of sending
directly to players is O(nSendBytes * nActivePlayers). It seems like the
real problem is that this system isn't getting enough usage.

While it does reduce compression efficiency in some cases, it falls back
to letting the sessions do individual compression when the amount of
data is less than 256 bytes anyway (compression-threshold in
pocketmine.yml).

My motivation for scrapping this system was to reduce the broadcast
system's complexity to make it easier to thread the living shit out of
compression, but it seems like this change was a step in the wrong
direction for performance.

A few steps can be taken to improve the usefulness of this system (and
also improve output bandwidth):
- Make general entity updates use this system. Movement and velocity
  already kinda used this system, but crucially, players did not,
  because we couldn't prevent the player from receiving its own movement
  updates if we did that, which caused all kinds of problems.
  - Therefore, we need to reintroduce static "self" entity IDs, like we
    had in the shoghi days when entity ID 0 referred to the "self"
    player.
  - However, since entity ID 0 has a variety of interesting bugs since
    it usually refers to "no entity" in MCPE, it would be better to use
    1 (or 2, like MiNET does).
  - The fixed ID used should be close to zero to maximize varint
    encoding efficiency.
  - We assumed that changes to player's position and velocity would be
    ignored by the client. This assumption depends on the client and
    could be broken at any time, so it's best not to rely on it.
- Make block updates use this system (when chunk updates are not sent).
  Currently, block updates use a separate mechanism which creates a
  second batch for every active chunk, which wastes CPU, and decreases
  bandwidth efficiency on multiple fronts (reduced compression
  efficiency, more cross-thread interactions, more bytes wasted on
  RakNet packet headers).
2020-10-11 14:55:54 +01:00