Commit Graph

13658 Commits

Author SHA1 Message Date
b4c5f5d58d PluginBase: fixed resource leak
all this time we've been harping at plugin devs to fix their own leaks, and here's one right under our noses that no one spotted for 10 years ...

this leak is rather common, since it will occur whenever a plugin attempts to save a resource which already exists in the data folder.

This bug was introduced in 2014 by commit 6328834681.
2023-08-09 13:28:05 +01:00
d88c3d8ced Fixed coral block killing itself when calling getDropsForCompatibleTool()
this might be called by plugins without actually breaking the block, in which case the block will glitch.
2023-08-02 13:43:36 +01:00
bb0e648276 Fixed BlockDeathEvent usages showing an oldState which is already dead 2023-08-02 13:36:54 +01:00
e9e5923639 4.23.5 is next 2023-08-01 11:12:52 +01:00
49a9da147b Release 4.23.4 2023-08-01 11:12:41 +01:00
eb53b795d5 ItemEntity: fixed O(n^2) performance issue when many of the same unstackable item are in the same place
this produced a 40% performance improvement in a simulation with 800 item entities.

If the items were all different, then this would still be a problem. However, many of the same unstackable items occupying the same space is a problem for SkyBlock farms, so this should improve performance for SkyBlock quite a bit.
2023-07-31 11:29:12 +01:00
1c611a03e6 4.23.4 is next 2023-07-24 16:59:48 +01:00
948875b025 Release 4.23.3 2023-07-24 16:59:45 +01:00
2a4909d328 Fixed missing handling for some ContainerUIIds
SMITHING_TABLE_TEMPLATE is new in 1.20
HORSE_EQUIP was always present, but somehow got overlooked when building up that big ugly switch table
2023-07-24 16:44:01 +01:00
d65d8c3356 Fix typo in documentation of ChunkSelector:selectChunks() (#5924) 2023-07-21 10:34:34 +01:00
9b43ddecbd Drop usages of Process:kill() with subprocesses parameter
we don't need this any more with console reader improvements, and this was not working correctly anyway.

closes #5234
2023-07-20 17:10:39 +01:00
4bdd6410db Fire: fixed support requirements
closes #5599
2023-07-20 17:00:32 +01:00
6ea7fd7d6b ShulkerBox: do not offer support for other blocks 2023-07-20 16:36:25 +01:00
5e7f18cbcf StandardEntityEventBroadcaster: suppress client-side emote messages
if users want these, they can broadcast them themselves using Server::broadcastMessage(), which will also record the message in the server log like chat

closes #5669
2023-07-20 16:20:34 +01:00
cff4a8d2bc 4.23.3 is next 2023-07-18 22:14:24 +01:00
20b7e8d702 Release 4.23.2 2023-07-18 22:14:23 +01:00
86bd6777a3 4.23.2 is next 2023-07-14 13:06:26 +01:00
935df62006 Release 4.23.1 2023-07-14 13:06:26 +01:00
2709dd359c ProcessLoginTask: fixed backport errors 2023-07-14 12:37:50 +01:00
4e646d19a4 Harden login EC key validation 2023-07-14 11:55:47 +01:00
7e0b5cf73d 4.23.1 is next 2023-07-12 13:44:16 +01:00
e903da8998 Release 4.23.0 2023-07-12 13:44:16 +01:00
f2193d1ba7 1.20.10 2023-07-12 13:23:47 +01:00
cfd9950b02 4.22.4 is next 2023-07-11 16:01:42 +01:00
8ebcdb452d Release 4.22.3 2023-07-11 16:01:38 +01:00
0c250a2ef0 InGamePacketHandler: fixed inconsistent handling of invalid data in BlockActorDataPacket 2023-07-11 12:53:29 +01:00
70dd9c7371 AsyncTask: fixed reentrancy bug tested by f8e6f036af 2023-07-01 13:27:32 +01:00
bbabccfc89 4.22.3 is next 2023-07-01 12:04:59 +01:00
1698eac6dc Release 4.22.2 2023-07-01 12:04:59 +01:00
249ef9c534 ProcessLoginTask: remove old key expiry
since we don't have a hard date for this, and I've already made one wrong educated guess, I'd rather not have another massive outage.
A security update will have to be made to remove the old key as soon as the new one is rolled. This is not ideal, but it's the least disruptive option.
2023-07-01 11:41:04 +01:00
f4dab17a1b Added deprecation notices 2023-07-01 10:29:14 +01:00
dfd70615ad 4.22.2 is next 2023-06-09 01:33:35 +01:00
ee903cad1f Release 4.22.1 2023-06-09 01:33:35 +01:00
9a04481bec Entity: broadcast teleports as regular movements
fixes #5810

probably fixes #4986

#5810 was caused by the workaround for #4394, which broke in 1.20 for reasons I'm still unclear on.

As FLAG_TELEPORT does not work at all for non-player entities, and causes bugs with player entities, sending the teleport movement without the flag is the least buggy way to solve all of these issues. Having the client interpolate teleport movements is not ideal, but there doesn't seem to be a way to reliably prevent it without causing even more bugs, so this will have to do.
2023-06-09 01:24:57 +01:00
2220dc557e 4.22.1 is next 2023-06-07 21:23:57 +01:00
b5fc31a781 Release 4.22.0 2023-06-07 21:23:54 +01:00
441f1f534f Random change PHP-CS-Fixer wanted to make 2023-06-07 20:59:32 +01:00
2538880408 1.20.0 2023-06-07 20:56:59 +01:00
c715efb18e Jukebox: fix music not stopping when destroyed by explosion
closes #5794
2023-06-03 21:22:26 +01:00
3948dc4f75 Remove calls to ReflectionProperty::setAccessible() (#5783)
This is a no-op in PHP 8.1 and up.
2023-05-31 14:03:14 +01:00
d343db8750 4.21.2 is next 2023-05-30 14:42:59 +01:00
f2df702c67 Release 4.21.1 2023-05-30 14:42:59 +01:00
6186fc0bfe 4.21.1 is next 2023-05-17 16:45:35 +01:00
ef40934d24 Release 4.21.0 2023-05-17 16:45:32 +01:00
c7dff9ea40 bootstrap: remove ext-parallel bootstrapping code
I have no intention of using parallel, so this code is not necessary.
2023-05-17 14:11:43 +01:00
043350753b Drop PHP 8.0, 8.1 is now minimum version 2023-05-17 13:53:57 +01:00
5a0cde49cc AsyncPool: do not double-check progress updates on finished tasks
checkProgressUpdates is called directly before onCompletion, so we only need to call it again if the task isn't finished yet.
2023-05-16 23:37:58 +01:00
008a022ec1 Players now have finite resources in spectator mode
this seems like the logical solution for the block picking issues.
2023-05-16 23:02:33 +01:00
5c85a7c306 Merge remote-tracking branch 'origin/stable' into minor-next 2023-05-16 22:54:53 +01:00
599c4284f5 Introduce 10 KB threshold for async compression
due to the extremely large performance cost of instantiating AsyncTasks, it's usually not worth bothering with async compression except for very large packets.
While this large overhead can be significantly reduced by using specialized threads, it's early days in the testing stages for such improvements, and for now, we still have this to deal with.

Since async compression is always used prior to player spawn, this change may slightly improve the performance of the pre-join stage of the game.
2023-05-16 22:54:06 +01:00