By introducing fixed maps, we are able to reduce the overhead of needing to store arbitrary numbers; fixed maps start at one number and must be sequential. This commit also reduces some overhead of lecterns in block updating as we are able to utilize our own maps to reduce object boxing and removing the function of Map#compute of trying to re-insert a value.
As Bedrock does not have world border support, this PR translates what the Java server sends us for a world border into particles and fog, while also preventing the Bedrock client from moving outside of the world border.
Co-authored-by: Luke <32024335+lukeeey@users.noreply.github.com>
Co-authored-by: ofunny <play@ofunny.world>
- Most importantly, redesign lodestone caches to be per-player.
- Redesign lodestone caches with the expectation that a client will never re-request the same value.
- Re-use lodestone IDs in a WeakHashMap to be re-used but successfully garbage-collected.
- Faster loading times and improved latency; Geyser no longer creates a physical TCP connection to join the server
- Less configuration: remote address and port are now irrelevant
- Accurate IP addresses without needing Floodgate.
Co-authored-by: Redned <redned235@gmail.com>
- Don't allow the player to toggle flight status in spectator mode
- Fix weird flight movement when player was previously on the ground
- The player is always flying in spectator mode, no exceptions
- Introduce biome mappings for having a constant reference between Java biome identifier and their Bedrock equivalents
- Don't assume biome IDs and instead listen to the server for biome IDs
- Ensure that only valid Bedrock biomes are sent. With the caves and cliffs experimental toggle, Bedrock will crash if an invalid biome ID is sent its way.
This commit solves a couple issues:
- Entities that don't implement LivingEntity don't need to bother with attributes
- We don't need to cache all attributes for every entity
- Mounted entities' hearts were inconsistent
No entity as of this commit caches their attributes except for the player entity.
Bungeecord recently started checking usernames for spaces in the login start packet. To resolve this we just always send the username without spaces in the login start packet. Floodgate is still able to get the real username of the Bedrock player and Floodgate is also still in charge of the final username.
By updating these dependencies, we bring in a couple fixes that should improve network performance:
Use TCP_NODELAY for the Java connection
Use Epoll/KQueue if possible for the Java connection
Only use one event loop for the Java connection
Fix Netty dependencies so Spigot and BungeeCord can use native network types
Currently, Geyser-Spigot pre-1.12 breaks with these changes. It is unlikely that this will be fixed.
Geyser now supports block picking for item frames. It checks to see if the item frame has an item in it - if so, it attempts the same block picking process with the item inside (NBT included). Otherwise, it attempts to pick for an item frame item.
This commit also improves item frames by having the internal map store the entity and not the ID - in many situations, this prevents two maps from having to be searched. Additionally, item frames are no longer despawned if an item is placed on them - rather, it waits until the server tells us to despawn the entity.
Java Edition has a tags system that allows for some server-side control of certain properties. This PR allows for piglin trading items, wool, and flowers to be determined from the server.