#paper-test-builds

1 messages ยท Page 1 of 1 (latest)

forest hound
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This will be for announcing test builds and links to them and to discuss issues

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current test build is:

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?tag entityfix

rapid ruinBOT
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Test Entity Teleport Test Build - This change should hopefully help resolve issues with entity teleportation causing major chunk loading issues resulting in hung servers and out of memory.
see PR for testing build/reporting issues: https://github.com/PaperMC/Paper/pull/4210

GitHub

Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.
Cancel any pending motion when teleported.
This change should hopefully hel...

forest hound
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We're going to try to do better about experiemental changes as PR's/test builds before hitting master, so if your ok with risk of bugs to help us test, please do ๐Ÿ™‚

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This way I can stop posting it in general where its easily lost, please keep this channel on topic only for testing efforts to keep it low activity.

rough warren
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Since when did this problem exist?

unreal vector
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Yay. I thought tuinity was the "testing branch"

noble steeple
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I would suggest either clearing this channel for each new test (variant) build, or make the channel specific to THE test build, creating new ones as needed

forest hound
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nah, plus can be multiple test builds

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@rough warren years? its one of the major server crashes weve had at least 50 issues reported on.

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If anyones been running the build w/ many players/plugins (and especially has things that can teleport an entity in some way), and has been going on for 24+ hours, please report in success

mild plank
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Where is 1.16.2 builds?

wintry needle
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Wrong channel. They are on paper's download page as per usual. Might need to reload the page with Shift+F5

mild plank
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Ok thnks

steel storm
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Might need to reload the page with Shift+F5

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why

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lol

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f5 is enough

scarlet mirage
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shift is to help with the caching issue

trail knot
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at this point cache has likely expired, but you never know

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let's keep this on topic tho uwu

forest hound
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Is anyone here using the test build? please report how long been running w/o issue.

pearl yarrow
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I'm using it but not on live server, for the moment it's just on my dev environment without players

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Since yesterday installed, I didn't detected anything ๐Ÿ˜‰

lone heron
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detect* :)

forest hound
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well i "tested" in dev my self lol, but im trying to avoid past mistakes where something worked fine for me but blew up in production with lots of players and different activities/plugins, so thats what we need

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?tag entityfix

rapid ruinBOT
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Test Entity Teleport Test Build - This change should hopefully help resolve issues with entity teleportation causing major chunk loading issues resulting in hung servers and out of memory.
see PR for testing build/reporting issues: https://github.com/PaperMC/Paper/pull/4210

GitHub

Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.
Cancel any pending motion when teleported.
This change should hopefully hel...

trail knot
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This is also testing for any new bugs if the bugs this is trying to fix don't affect you

rigid finch
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I feel like you should at least mention this channel once in announcements for people to regularly check, otherwise most will likely just ignore a random new channel ๐Ÿ‘€
to the issue itself: I have a minor concern that this breaks long expected behaviour of no velocity being lost (for people that for some reason require/expect it). is there an alternative method to do that otherwise?

forest hound
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"Expected behavior" ?

rigid finch
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well keeping velocity on teleports has been a thing forever now, hasn't it?

forest hound
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I do now question if the .setLocation -> .setPositionRotation is the real fix here

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but i still dont see why youd expect velocity to be retained in a teleport

rigid finch
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I don't know either lol it always confused me, but it is changing long-time existing behaviour nonetheless :p

forest hound
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if your falling and teleported to ground, that would kill you

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well i gues well see if any complains, and if so just add a config, and say "your risk"

hot dew
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Teleport to ground will kill you if you dont reset the fall distance

wintry needle
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So, idk if it's just placebo and this doesn't touch what I've tested at all - or it does, but doesn't change fully.
I feel like when one teleports to the nether while flying with elytra, the motion is reduced, but not fully canceled.
This might be caused by the fact that Player is teleported as if he was standing, but in reality he's 1.5 blocks higher and flying or something.

Since I haven't noticed any changes to item entities teleportation, I'm gonna guess it was just a placebo.

wary knot
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Might be worth making a debug plugin and logging the velocity of the player in that event

forest hound
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id expect that has to do with the player had pending movement packets too

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need some way to cancel packets that were based on pre teleport movement, not sure how though

wintry needle
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Might be it. But that wouldn't explain why item entities seem to teleport through portal and fall away from portal like in current Paper, instead of just staying in place on obsydian.

forest hound
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that scenario for entities shouldnt of changed much, they should just be getting the 0 velocity. it was players that mainly received changes and Bukkit API entity teleports

cedar crystal
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I've been running the test build and It's been working fine. The only problem I have is most likely due to lack of ram or faulty plugins. It's making my server shutdown randomly. It's been 72h I believe.

mortal sonnet
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you should have an autorestart every 24 hours

cedar crystal
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Yeah, that was my temporary fix.

mortal sonnet
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i wouldn't see it as a temporary fix

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just do it

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mc servers shouldn't run for 3 days straight

misty quartz
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Just code something to restart in low hours, while also keeping a minimum delay of 18 hours

mortal sonnet
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it also gives you a restart maintenance period

wintry needle
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My server runs for weeks often. :/

mortal sonnet
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i wouldn't do that

trail knot
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I had an uptime of several months one time ๐Ÿ‘€ but that's off topic

misty quartz
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Meh it can be fine if you are not doing idiotic sguff

cedar crystal
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I was awnsering to the unedited post. I'm rebooting once a day, but constantly (every 2min) checking if it's online. If it's not, the script sends the start command.

mortal sonnet
young pawn
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glances at channel name

cedar crystal
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Yeah, sorry for going off topic.

misty quartz
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Meh

forest hound
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absolutely nothing in this build is going to contribute to any memory or instability issues lol

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unless theres like some fix in master since i forked it

cedar crystal
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Don't worry about it. I only gave it 1gb. With this memory it's performing relatively well. 7 players exploring and multiple plugins without tps loss.

rapid ruinBOT
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Paper Test Builds

Paper sometimes may be testing experimental builds that might introduce new bugs. In order to improve stability of the main releases, we will be doing more "Testing Builds" that we need the communities help in testing!

If you are willing to help us out in hardening new changes, please check out #paper-test-builds as well as subscribe to notifications.

Commands:

  • ?subscribetestbuilds - To subscribe to pings, type to gain the role.
  • ?currenttestbuilds - To get a list of current test builds, type

These commands only work in the #paper-test-builds channel.

drowsy monolith
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Do we have to compile the test builds ourselves? First I thought you will provide jars here, as you did it in #742779128868241550. However, it seems like you will just link the PR to be tested.

forest hound
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the jar is on the PR

rapid ruinBOT
forest hound
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bad dyno

drowsy monolith
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I see, thanks.

forest hound
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err i used wrong statemnt lol, its r eauire not channel

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itll auto delete after 30s

trail knot
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leaked code

forest hound
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ima bump that down to like 15

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hmm why didnt it delete

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dont tell me it cant delete embeds

trail knot
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the one you did initially went poof

forest hound
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that was diferent

trail knot
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oh

forest hound
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i sent it as a channel embed thinking i could "summon" it

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but had to redo it

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maybe its cause i kept editting it, so lets try again

rapid ruinBOT
trail knot
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could be fancy and do #4210

forest hound
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resists editting it...

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ok its been 15s, guess auto delete doesnt work for embeds

trail knot
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maybe it's 15m

forest hound
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was seconds on the role command lol

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

forest hound
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can do it this way, embed per build

trail knot
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oo

grave timber
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oops

shy pasture
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?currenttestbuilds

forest hound
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nice the cooldown is shared!

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i was worried it would be per user

shy pasture
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okey

forest hound
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Please dont test the currenttestbuilds command when its clearly already showing in the channel already ๐Ÿ™‚

grand solar
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I think this is a great change

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I'll play around with some of the new PRs when I can

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You could also have the bot pin the latest test builds, and remove them when needed

frail vapor
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Why can't I switch from 135 to 150?

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Automatically shut down after startup

trail knot
frail vapor
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oh..

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sorry

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

whole quail
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no wait

jovial prism
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Wrong channel...

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Known issue..

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Well, actually, enable it in paper.yml, should work unless a plugin breaks it

earnest barn
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Oh, sorry and very thx

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I'll delete the message

burnt tartan
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ะฐ

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

regal lintel
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why is absolutely everything in this channel getting deleted over and over

storm hearth
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the commands are getting deleted

regal lintel
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there are like 100 deleted messages above this

storm hearth
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how can u see deleted messages?

regal lintel
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ripcord

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i like my things black and red

storm hearth
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thats just the subscribe thingy

regal lintel
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i can see other things as well

storm hearth
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that deletes the command and answer after a few seconds

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yes, please continue showing us how you violate the TOS

regal lintel
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myesss

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i am so evil aren't i

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for refusing to use the shitty desktop application

trail knot
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@waxen gale and you think IM bad this really is a 3rd party client

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

wary knot
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using custom client does not violate ToS >_>

trail knot
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Course not, but remember they can ban your account for any reason at any time

wary knot
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correct, they could ban you for saying that too

trail knot
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Anyway, off topic imma whoosh

wary knot
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using custom client does not violate ToS >_>
@wary knot
It does

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

jagged scarab
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?subscribertestbuilds

celest island
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mm

jaunty skiff
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?role @jagged scarab +TestBuildNotifications

rapid ruinBOT
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dynoSuccess Changed roles for KingHorse#1266, +TestBuildNotifications

jaunty skiff
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it's ?subscribetestbuilds, no r

jagged scarab
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Ah๐Ÿ˜… I hadn't yet take time what I did wrong.

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

fringe dock
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hi

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Is 1.16.2 considered stable for production use?

jaunty skiff
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yes

fringe dock
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ty ๐Ÿ™‚

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

forest hound
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<@&748640620771278999> Updated build with latest Paper baseline as of today. I really need people to report "I've been using this with entity teleports and no issues reported" to deep success.... I have no idea who's running this, so let me know!

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please hold the spam so people can actually seee the msg easier

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Even better will be reports of "I've not see any more watchdog lag spikes from entity movement since!" too ๐Ÿ™‚

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its already visible in channel

cunning marsh
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I've had issues in the past when i teleported a few invisible armorstands per tick or two but i replaced it with a non entity way to avoid lag, would this build help with that?

forest hound
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i have no idea what that means

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this build aims to fix issues where the server sometimes has an entity perform a massive collision detection loading TONS of chunks, with the suspect cause being teleportation

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as in youll have watchdog spamming that main thread is hung loading chunks while processing some entities movement

dusk urchin
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probably more of an issue with lockettepro? but after installing r2 test build, my logs are spamming the following

jovial prism
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Please use a paste site...

dusk urchin
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it auto did this with a long paste in discord

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suggestions? I hate pastebin

jovial prism
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pastebin is trash, hastebin loves to delete stuff in 2 seconds

dusk urchin
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ty for the suggestion ๐Ÿ™‚

jovial prism
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Well, that's purely in lockette code, so I'd asume nothing to do with the test build, defo nothing related to teleportation which is what this is for ๐Ÿคทโ€โ™‚๏ธ

dusk urchin
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interesting, must be a coincidence then. Will send their way, only noticed it after going from 1.16.2 (I forget the build, but 8 old) to this. Sorry to bother, thanks for the solid work ๐Ÿ™‚

forest hound
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well this test did not change that code, so unless some other spigot code changed somethimg, thats not related to this test, and likely a bug in lockette

dusk urchin
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Indeed, already reported to them and they recognized the bug. Sorry for the false alarm

spiral knoll
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Does the dev build fix an issue with random crashes pertaining to chunks loading forever?

forest hound
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hopefully sorta

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relating to entities loading tons of chunks, thats the goal

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single chunks being stalled due to overloaded light, separate issue

spiral knoll
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I've had multiple crashes the last 2-3 days pertaining to this issue, so I will give the build a test. I also have logs if needed I can post again to #paper-help

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

wise imp
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@jovial prism I can't even access Hastebin at all

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so pepega

wary knot
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?subscribetestbuild

trail knot
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cute name, but it's ?subscribetestbuilds

wary knot
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Ahh and hehe thx

forest hound
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@wary knot theres a bug that occasionaly an entity will move and have an invalid bounding box that is in the wrong (old) position

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then what happens is, the AABB might be at 1,1, but the entity is now at 20,20, it loads 400 chunks trying to calculate collisions testing collisions in every single block of those chunks

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and crash

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this build is aiming to fix that by trying to fix the suspected source of the bug, teleportation, to fix some incorrect methods found, but also to cancel velocity on teleport

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im looking for peopel to report in that they are using it and that they have known cases where their entities might teleport, yet no issues are found

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so hey <@&748640620771278999> if your using this build, please react to this message with a green checkmark if youve been using it for 3+ days without issue. I need fedback!

wary knot
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it still hangs the server but its better. i dont know what else to report, the main problem was, it hanging the server

forest hound
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paste logs so i can verify its actually the same issue

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of the watchdogs

wary knot
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sure

forest hound
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thats completely unrelated but wtf is it sync loading for, i thought it was async loading those chunks

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cant safely create worlds like that during startup w/o hang, i gotta change startup to wait for DFU to finish before moving on to watchdog

jovial prism
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it throws the tickets in and then calls that executeModerately method which runs the magical tasks for loading, etc

wary knot
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i waited until the server finished loading chunks this time

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before i started creating new worlds

jovial prism
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It also anded up processing a chat packet in there which ran a command

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Isn't this system beautiful

wary knot
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i ran the jar fresh i did not make any changes to the config

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or anything

jovial prism
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This is basically nothing to do with the movement issue if that's what your puzzle is, it's just chunk loading fun

wary knot
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something to do with entity moving

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causing massive chunks loads or something

jovial prism
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There is no movement happening there

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The server just threw off a ton of loads for the spawn of that world

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SOmebody also teleported, and that looks like vanillas "don't tp them into the world" logic running

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Well, the safe tp thing

wary knot
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its just me on the server 1 player

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1 plugin

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keep-spawn-loaded-range: 10 i could just change this option i guess to something low and it will be fixed

rapid ruinBOT
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Goal of this change is to stop massive chunk loads. Please verify any plugins that might teleport entities.

dusk urchin
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Hit the 3 day mark, added my green check, version works fine

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in fact, this greatly stabilized TPS on my server. Thumbs up

cunning marsh
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Same here

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No issues so far

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but i had to update today because of the playerinteractevent spigot bug that was fixed

dusk urchin
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will there be a new build soon that incorporates the other bug fixes? or will this teleport fix get merged with main

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I'd like to get the other fixes as well

forest hound
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I just merged it

sullen fable
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@forest hound Aikar, and mojang in 1.16.3 fix the bug with generating the world and villages?

wintry blade
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The 1.16.3-rc1 changelog doesn't mention it being fixed, so I don't think so.

stark marsh
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why it shows that in this channel are unread messages when there aren't any?

young pawn
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Deleted messages don't clear the unread indicator

cunning marsh
violet furnace
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alright

trail knot
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also pls dont ping staff, especially ghost ping

forest hound
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FYI - currently no test builds - just stil subscribe to know about the next ones ๐Ÿ™‚

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oh damnit bot now you wanna work to auto delete

trail knot
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quill wtf whyd you delete it now aikar looks like a fool

cunning marsh
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Are there any upcoming changes or anything planned for the future?

jaunty skiff
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we'll see

wary knot
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no, paper development halted

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runs

trail knot
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nyoom

forest hound
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new test build will be coming hopefully tomorrow. major performance increase ๐Ÿ™‚

wraith tide
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I hope it is safe to use it in production with a few players(I mean corruption of world or something you can't rollback to the stable version)

hot dew
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Does this update disables all the plugins that has KitPVP or Factions in the name :D?

wraith tide
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HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS!ENTITIES MIGHT BE LOST! nevermind weewoo_red

forest hound
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you do test on a testing server right?

trail knot
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@hot dew that would be lovely but no this build is for 1.16.3 not 1.8.8

prisma beacon
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Test builds are not intended to have any guarantees.... Lol. That's the whole point of them being test builds...

wraith tide
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I play 4fun on my server

forest hound
rapid ruinBOT
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======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

forest hound
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<@&748640620771278999> Hey! Time to test - See ^ - This will give a nice performance boost. We need testers to make sure no bugs.

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this will be back ported to 1.15.2 as this fixes a major api breakage

trail knot
forest hound
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our EntityAddToWorldEvent/EntityRemoveFromWorldEvent have not been correctly firing since 1.14+ (maybe 1.15, dont know if this behavior changed in 15 or 14) vs how it use to fire.

wraith tide
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addtoworld, means the entity is begin render/ticking because chunk is begin loaded?

rapid ruinBOT
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======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

forest hound
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no, its a custom paper event that lets plugin developers know anytime an entity comes into the world and leaves more accurately than chunk events and Spawn events

grizzled panther
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cool

supple glen
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testy

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ok I have it

rapid ruinBOT
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======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

forest hound
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Please don't keep using the currenttestbuilds command, its clearly in view still

supple glen
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Sorry

forest hound
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lemme make that cooldown 5 mins

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oh it already is, dyno isnt working right lol

wary knot
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xD

forest hound
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guess its 5 mins per person

supple glen
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Hey Aikar where's the dono link?

forest hound
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mine?

grizzled panther
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yeah

supple glen
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For Paper in general

forest hound
supple glen
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Love what you guys are doing want to support it

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Thanks

fringe dock
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how much of a performance increase are we talking about

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like if you were to put in numbers

forest hound
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will vary based on how many chunks are 'loaded'

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it wont turn 10 tps to 20 no

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Before this, there are a ton of chunks in memory in a 'cached' state, they aren't considered "loaded" in the api, they arent in any players view distance, are not force loaded.

When they are loaded and unloaded don't align with our expectation of "load/unload" events, leaving A LOT of extra entities in memory. meaning more entities to iterate for ticking (which will then be "skipped" because not in correct chunk") same with tile entities. also same issue applies for iterating chunks too, iterating far more than will end up being ticked resulting in a lot of checks to then skip it.

This change cuts it out so the iteration only operates on stuff in a loaded state now.

wraith tide
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Tomorrow i will test for lost entity & tile entity on my world backup

forest hound
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going TV now, will check in tomorrow

jaunty skiff
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There is no reason to do the command when there is an embed mere 0 messages away. Please just read the existing embed.

jovial prism
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2020

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reading

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using brain

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plz

rapid ruinBOT
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======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

forest hound
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<@&748640620771278999> ^ another ping for those in different timezones who was asleep last night! new build to test. please read convos in channel and PR. Report issues on PR as usual.

cunning marsh
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the test builds are for 1.16.3 right?

forest hound
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yes

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which you should be on, no excuses

cunning marsh
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yeah ik

forest hound
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1.16.1 is long dead and .3 is just a minor continuation of .2

cunning marsh
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im not on .3 yet, i plan to update soon, need to check all plugins first

forest hound
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barely anything changed

mortal sonnet
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@forest hound what could potentially be broken in this build

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i can throw it on a server with players

forest hound
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hopefully nothing, im just not making guarantees ๐Ÿ˜› but it deals with entity and tile entity load/unload, so if somethings wrong.... could lose them or dupe them i guess

plain hinge
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Hello Aikar and thanks for ur incredible work. Just become a github sponsor.

This build could lead to the loss of all entities or would it be just localized losses?

forest hound
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localized. i havent seen it myself though. its just a worst case scenario.

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and thanks

mortal sonnet
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uh

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test build isn't going so great

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server doesn't finish starting up or something

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lol

forest hound
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_> what did you do

mortal sonnet
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oh nevermind

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super slow startup for some reason

forest hound
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this build def wouldnt of related there lol

mortal sonnet
forest hound
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and latest paper should be improving startup

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oneif your plugins hung it then

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one of*

trim perch
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@mortal sonnet PES3_Wave

mortal sonnet
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idriz PES3_Wave

forest hound
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that "stage" of startup is plugins "delayed init" stuff

plain hinge
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Okay, i'll try on my survival server with >100 players and >6000 entities (i'll backup before)

forest hound
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ideally test on yourt est server first lol

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and promote when you feel its ok first hand ๐Ÿ™‚

plain hinge
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The server is starting well on my test server and nothing seems to be wrong. I'm thinking of doing large-scale tests between tonight and tomorrow and I'll ask the community to tell me if they see anything abnormal.

mortal sonnet
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7 players on rtx_boi

forest hound
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we just need the testing program so we can catch any unknown issues before it goes public, but really hope nothings wrong. logically it all seems good to me, just gotta catch those obscure issues if they exist.

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ima try to get mojang to make this change official

mortal sonnet
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so far so good i guess

forest hound
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I LIKE MY TYPOS

mortal sonnet
forest hound
#

there

mortal sonnet
trim perch
#

๐Ÿค” aPES4_LulPointWalk

trail knot
#

@mortal sonnet ah yes, fix (mentions this channel) topic

#

and im more concerned about the your instead of you're ๐Ÿ˜”

mortal sonnet
#

oh

#

that is also true

#

aikar reeeeeeeee

trail knot
rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

cunning marsh
#

does this build contain changes from build #195 (DFU)?

lone shale
#

It appears to yes

forest hound
#

yes

plain hinge
#

Hello ! Just got a crash server with test build. Just 1min after startup with ticking world error.
Here is the crash report

I tried to start it again and the server doesn't seem to crash. But I think it may happen again. I don't have any crashes like this in a normal build.

(Test with >50 players on survival server)

https://hastebin.com/mazajecaka.rb
๐Ÿ˜‰

#

I'm currently testing it with >100 players

trail knot
#

ah yes, 50 players on a test server

mortal sonnet
#

classic

plain hinge
#

I simply asked my community to connect to a test server. My production server is running with 140 players

forest hound
#

yeah thats the kind of crash i was curious if would happen

plain hinge
#

So far, everything seems to go well after the restart.

forest hound
#

itll happen if the ticking of a chunk causes another chunk to unload or load potentially, ill fix it sometime soon. that wont cause you to lose entities though

median shell
#

So far it is looking good for me, i only got this warning 1 time WARN]: Unable to resolve BlockEntity for ItemStack: minecraft:beehive But i think that is unrelated to this test build

toxic dirge
#

?currenttestbuild

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

grizzled panther
#

.

forest hound
#

Updated test build with fix for the only reported crash so far. This specific detail wasnt the important part of testing, so took this one change out for now to keep build stable so we can test the important stuff <@&748640620771278999>

frigid otter
#

good idea to test this on a production server with 200 players? no

#

will i do it? maybe

#

i will let you know how it goes

jaunty skiff
#

that would be pretty epic of you <3

#

it is safe to just revert to another 1.16.3 (!!) build at any time, if it goes wrong :)

forest hound
#

No one's reported any missing entities so far so that's good, but don't know how many are running it, please react with green check mark if you are running it

green knoll
#

What performance improvement can you expect from that test build?

forest hound
#

itll vary. no way to easily measure it. smaller collections, less hash collisions, less entities/tileentities to iterate, and once i get that one crash bug proper fixed, less chunks to iterate for ticking too.

#

yikes, the Bukkit API World::getEntities was returning those unloaded chunk entities too, so extra benefit of those API's now also being correct

wary knot
#

i tested it and im getting much better tps and less warnings about server being ticks behind especially on startup

forest hound
#

well startup one is going to be due to the last commit in master ๐Ÿ˜›

#

though i guess theres going to be less work going on w/ entities at startup too, less being added to world

wary knot
#

and i think memory usage overall improved

#

im going to do further testing with r2

forest hound
#

r2 just removes a tiny optimization that has potential to crash server. that optimization was not going to be super huge

#

just reduces how many chunks are "skipped" in the chunk ticking stage, server already ignored those cache chunks, just the opt i disabled had reduced the amount of skips by giving it a list of only valid chunks.

safe dragon
#

I don't know if it has something to do with, but it looks like my players' ping is a bit lower with this version

safe dragon
#

(I never had this issue before)

jovial prism
#

Customgui was dealing with skulls and caused network io on the main thread

safe dragon
#

Weird, never had this issue before

#

Should I report this to the plugin dev?

jovial prism
#

Yes

safe dragon
#

Ok

wary knot
#

Well, I don't like to poke my nose where it doesn't belong, so I didn't say anything the other day.
But if you were actively looking for crashes on that first build, I gave it a shot on one of the official mcMMO servers and had a crash as soon as a player logged in: https://pastebin.com/e8QepdiJ

Didn't have any on the other two I tested it on. I genuinely do not want to type up a full response to every question on the GitHub issue format, so I just noped out and figured others with more experience/knowledge would come across it.

forest hound
#

@wary knot thats not related to this test

wary knot
#

Then perhaps it was a coincidence.
It occurred only when using that first test build; not before, and not after switching back to a normal 1.16.3 build.

plain hinge
#

Hello Aikar.
My survival server has been using testBuild all day, with >100 players. No crashes at startup with the new TestBuild, and there seems to be no loss of entities reported by my players.
Congratulations!

forest hound
#

yay

mortal sonnet
#

had no issues either

forest hound
#

oh i forgot one of the bigger performance benefits this also gives. upon realizing more on the entity situation, I found that EntityTrackerFixer actually did still provide benefit for Paper... until this.

These entities that were unnnecessarily being loaded were also being processed for Entity Tracking. ETF's main goal was to also handle getting these entities out of the tracking list.

This optimization will solve this and now fully make ETF pointless

wraith hearth
forest hound
#

this wont help individual entity timings. it helps in the "SELF" time on ticking the parent.

wraith hearth
mortal sonnet
#

ngl never doubted that ETF still worked since people wouldn't have used it otherwise

#

it's more the fact that it just breaks your fucking entities

late roost
#

It had improvements, but it is debatable whether the overhead negated them

forest hound
#

well once this is merged, becomes super useless now ๐Ÿ™‚

#

the only thing ETF will do once this branch is merged is untrack stuff in LOADED Chunks

#

and itll be fun if ETF goes and tries to re-register an entity into an unloaded chunk, gonna spam the logs we have to prevent that

tepid igloo
#

is there an estimate on how long will it take for this to get merged? or how long does it normally take to find most problems?

forest hound
#

at this rate wont be much longer, but i do want to try to restore the one optimization and ensure it doesnt cause any issues

crimson steeple
#

The more ppl test and confirm it runs without issues, the quicker aikar has confidence to merge this to master ^^

wary knot
#

i have confidence in aikar

forest hound
#

there's only one commit not in this build to add a fluids api, so no reason to not run this build unless you really need that fluid api, but ill merge in that commit eventually too

jovial prism
#

I've worked alongside aikar for like, 2, 3 years know? I have confidence in aikar to break something too

forest hound
#

at this point i think its safe to say its not 'high risk' anymore

#

been many people running it for days on large servers without issue

stone crescent
#

A fluids API? You mean like lava and water or like the types of fluids you would typically find in forge mods?

tepid igloo
#

Aikar, will this version also help with Chunk Ticks (SELF) or just tickEntities (SELF)?

forest hound
#

tick entities for now, slightly for chunk ticks once i restore the optimization i disabled in r2

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

cunning marsh
#

Just updated my server to .3, im using the r2 build, will let you know by the end of this day if there is anything wrong.

cunning marsh
#

This is unbelievable so far

#

Back on 1.16.2 i still had around 4-6% tps loss with 5+ players
Here are the results with the r2 build having 14 players online for an hour

hearty granite
#

That looks awesome!

cunning marsh
#

with lower chunks, entity and tile entity amount i still had 4% tps loss

random pasture
#

Nuts.

rugged stone
#

I'm a little lost ... where can I download this test version? I'm looking to try it out ... I'm having a lot of TPS loss when I reach 25 players on account of the entities and Tile Entities.

safe dragon
#

You guys made a little mistake in the channel description: experumental ^^

rugged stone
#

tnks

young pawn
#

It's accurate, these are experumental builds ||/s||

forest hound
#

@safe dragon was actually intentional to troll someone lol

safe dragon
#

Oh ok ^^

cunning marsh
#

After using r2 build for the entire day nothing was glitched and players didnt report any issues with entities

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

plain pendant
#

I test this build in my server of 30-40 player and I have a strange bug. When the player went teleport when it happens the player are load nothing (chunk, stuff or other) and finally the player need to reconnect if he want that load. Sorry for my english, I am very bad in english.

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

wary knot
#

what minecraft versions are the test builds?

median shell
#

1.16.3

crimson steeple
#

Hint hint, 1.16.3 and 1.15.2 also are the only supported versions

jaunty skiff
#

though would be nice to state theyre not for 1.15 as it is supported

crimson steeple
#

Well, all new features generally target master

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

forest hound
#

@jaunty skiff well this change will land in 1.15 too, just not doing test builds for it

#

since this is a critical bug fix.

#

my servers had weird issues with scoreboards since we updated to 1.15, and i believe this is the source, in that an event that is so critical to our server isnt firing the same anymore and its causing state expectation issues

#

and who knows what else potentially

upbeat hare
#

(at) Aikar are the scoreboard issues fixed in r2?

trail knot
#

this only works on entities and chunks so I doubt it

upbeat hare
#

Okay, sad. What did Aikar mean with his scoreboard issues?

trail knot
#

oh wait, i didnt even read what he said

#

maybe, he'd know better than me lol

wary knot
#

.

jovial prism
#

it fixes an inconsistency in the add/remove from world events

upbeat hare
#

Does that have to do something with making players join a scoreboard team on join and then they not being able see their own color and stuff?

#

As that stopped working after 1.15.2 I believe

jovial prism
#

no

#

That's the general quirks of using PlayerJoinEvent for that stuff

#

it defo appears to have regressed from what I've seen, but, it's not new for that to break in odd ways

upbeat hare
#

Hmm. Very odd

#

As it used to be no problem until I upgraded and then boom it stopped working.

#

Same happens for when u switch worlds or tp them I believe and add them to a team.

jovial prism
#

TP'ing to somebody would have 0 impact

#

No idea about cross world, shouldn't

scarlet mirage
#

there is no inconsistent behavior in the add/remove events

forest hound
#

Wrong

solar pollen
#

Hey I joined

forest hound
#

But my issue was due to my own implementation using the add remove events for scoreboards

solar pollen
#

And switch my server to paper

forest hound
#

Because the events no longer functioned like they should

#

Wrong channel bloob

solar pollen
#

Oop

scarlet mirage
#

the events are called when an entity is added and when an entity is removed

#

it's just that when this happens isn't like the old behavior

forest hound
#

Yes and that's an issue I've now fixed

cunning marsh
#

Running this build for almost 3 days with 20+ players on and there are no issues so far.

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

plain pendant
#

I test this build in my server of 30-40 player and I have a strange bug. When the player went teleport when it happens the player are load nothing (chunk, stuff or other) and finally the player need to reconnect if he want that load. Sorry for my english, I am very bad in english.
Me i have problem with teleportation.

forest hound
#

that is an unrelated issue that is present even in 1.15

spark cosmos
#

yeah Florianpal's bug happens to me too, After teleporting, usually with 40+ players, the chunks won't load, even though the tps is 18+. It'll take maybe 30-60 seconds sometimes for the chunks to load, and that includes the chunk that the player is in. Shouldn't it be marked with urgent priority? Players found it easier to just relog. I thought the issue started on 1.16.1 for me. I didn't realize it was an actual known issue. I brought down no tick render distance down from 8 to 6 and that seems to have helped. Is there anything else that could help? Just to clarify, I am not using the test builds

rapid ruinBOT
#

======= WARNING =======
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS! ENTITIES MIGHT BE LOST!
======= WARNING =======

This greatly improves performance as it drastically reduces the amount of Entities and Tile Entities that are "registered" into the world, as purely "cached" chunks will no longer have their entities hanging out in the world.

Additionally this fixes our Entity Add To World and Entity Remove From World events

plain pendant
#

I have not this issue in paper-198 (1.16.3) but in the test build yes.

#

When I handed over a non-experimental build, I didnโ€™t have the problem anymore.

#

and I never had this issue for me it's a specific issue of this test build

#

It is possible that no one knows complained before because it affected a minority of player but it affected a lot of player.

forest hound
#

@spark cosmos "urgency" means nothing. it all matters if someone can figure out what the issue is. noone has a clue

#

but i can say this build did not incease that, these changes focused on entity registeration, it did not touch any of the loading process

cunning marsh
#

Will this build be updated to the latest paper release(202)?

tribal shoal
#

I mean... when/if its merged, yeah then it will be

cunning marsh
#

I meant like updating the branch where it was changed

white robin
#

Looks like itโ€™s already been merged?

lavish gate
#

Yes, it is

cunning marsh
#

nvm then

trail knot
#

It is merged I believe

#

As of this morning

wary knot
#

?help

sullen fable
#

@forest hound
I open the chest in the ship, and the server starts to crash!
Version 1.16.3 Paper -202 build
Multiworld Plugin
The map was created using the EpicWorldGenerator plugin
https://github.com/PaperMC/Paper/issues/4349

GitHub

I open the chest in the ship, and the server starts to crash! Version 1.16.3 Paper -202 build Multiworld Plugin The map was created using the EpicWorldGenerator plugin crash-mw-world-Perfect-EpicWo...

cunning marsh
#

Thats a vanilla bug

#

Fixed in 1.17

sullen fable
#

@cunning marsh The fact is that it doesn't even open,it just crashes the server

cunning marsh
#

Yes, thats the glitch

sullen fable
#

@cunning marsh In 1.16.1 build 138
When you open the chest in the ship, server it hangs for 5-7 seconds, and then creates a treasure trove with or without a map.
In 1.16.3 build 202 Crashes the server

#

@cunning marsh
You can't delete it even through WorldEdit
It will still crash the server

cunning marsh
#

stop pinging me...

leaden oracle
#

you're using pings way too excessively lol

dusky bolt
#

@sullen fable You can disable treasure maps in paper.yml thats the best solution

sullen fable
#

@sullen fable You can disable treasure maps in paper.yml thats the best solution
@dusky bolt Thank You So Much ! I love you man !
Now it generates an empty map with no treasure !

trail knot
#

okay okay this has nothing to do with the test builds, please move to #paper-help if you need help

#

there are currently no test builds (to my knowledge)

forest hound
#

please take this discussion out of this channel

#

oh dangit chew beat me

trail knot
#

There are currently no test builds, please stop running the ?currenttestbuilds command

wary knot
#

?help

trail knot
#

check pins

sharp patio
#

so the patch is broken?

cursive flame
#

chunks still don't load and players can't send chat messages sometimes when players teleport

sharp patio
#

i was randomly getting the unable to send chat message once in a while after this patch

trail knot
#

yes, it has been reverted

#

some issues were found

sharp patio
#

damn rip

trail knot
#

update to 204 to remove changes

sharp patio
#

done

sullen fable
#

@forest hound
1.16.3 Paper-204 build is stable, the server is fully loaded in 30 seconds with 64 plugins.
Everything works stably, without errors, thank you for this wonderful work mcheart Aikar mcheart

jaunty skiff
#

ironically that reverts the test...

sullen fable
#

The server works stably without errors for 15 hours in a row, peak 25 people, TPS 20

jaunty skiff
#

ironically that reverts the test...

#

b204 is the opposite of a test build

trail knot
#

Build 200-203 contain what we tested here, build 204 no longer has the changes

forest hound
#

the work here is no longer in any build lol

#

ima do more end of this week or weekend

trail knot
#

Sounds good

spark cosmos
#

Maybe lock the channel until a new test build comes out?

trail knot
#

Nah, we still want people to subscribe to test builds if they want

trail knot
#

Please don't run ?currenttestbuilds; there are not any

paper hull
#

]

wary knot
#

[

trail knot
plucky harness
#

why doesnt paper have a java 15 version which supports GraalVM?

#

graalvm should make the server slightly faster

jaunty skiff
#

Graal has some bug in itself which breaks jbsdiff

#

once the bug fix for it is released by the graal folks, it'll work fine

plucky harness
#

oh so then i can use java 15

#

yay

#

well once it is fixed

jaunty skiff
#

you can use java 15 already, just not with graal unless they've already released the fix

plucky harness
#

how am i supposed to use plugins then that use nashorn

#

instead of graal

jaunty skiff
#

you don't

plucky harness
#

ok

young pawn
#

this is also totally the wrong channel :/

plucky harness
#

what

jaunty skiff
#

shh, the channel isn't active anyways :>

plucky harness
#

thx

nova fog
#

lol

plucky harness
#

are the dev build versions updated?

#

or are they like separate branches in the github

crimson steeple
#

Seperate branches, updated it needed

plucky harness
#

update if needed?

#

so i have to make a fork and merge the branches with the test one as the base

#

or the master as the base

#

or no the master should be base i think

#

and what happened to the loaded chunks branch

#

i saw the pr for it but when i checked the branch it was moved in it just 404'ed

#

oh no wait it was merged into master

#

nvm

crimson steeple
#

yeah there are no test builds currently ^^

forest hound
#

hope to soon change, had family over weekend so didnt get to work on it, trying to get the loaded chunks change back to testing here soon

plucky harness
#

so do test builds eventually get merged into master

#

if all the bugs r sorted out on them

grand solar
#

what else would be the point of a test build

plucky harness
#

ok im just dum

void isle
#

hey I can see youtubers showing snapshot server of cave and cliffs with mods, do they use Paper for that?

#

or the videos are fake?

#

my snapshot server sucks cause no plugins for it

#

my 1.16.4 runs paper spigot with plugins

trail knot
#

There are currently no test builds and no there is not any paper jar available for 1.17. #general please

#

Also we're paper not PaperSpigot

grand solar
#

if they have anything similar to plugins, chances are they're using fabric

tawny cave
#

When you see people play the snapshots they use fabric, its a good client side mod api but not so good for servers in my opinion, they made it super cool to allow vanilla clients to join, thats cool tho

grand solar
#

vanilla clients can join fabric? huh

hollow panther
#

Yep

young pawn
#

afaik as long as the installed mods don't add anything that needs to be present on the client, vanilla clients can be connected

tawny cave
#

MD even if there is something added on the server clients can join (at least in 1.15.2 - last time i hosted a 1fabric server) but it will not work right, aka it will be glitchy as fuck

daring moat
#

.

potent jolt
#

.

grand solar
#

.- -... . .-.

young pawn
#

!?

obtuse dirge
#

Are the changes in the last test build implemented in a stable one?

obtuse dirge
wheat hawk
#

Were reverted

trail knot
#

Yes we had some issues

obtuse dirge
#

:c

daring moat
rapid ruinBOT
#

This pull request implements Adventure.

There are still a couple things left to do before this pull request is merged, but we plan to merge it soon.

Please test using your chat plugins to ensure nothing is broken formatting-wise.

daring moat
#

<@&748640620771278999> ๐ŸŽ‰

mortal sonnet
trail knot
#

Pingers

trim perch
#

pogU adventure in paper???

whole quail
#

poggers

grand solar
#

POGGERS

trim perch
#

I love to see it.

wary knot
remote glen
wary knot
#

what's adventure? Im dumb lmao

trail knot
crimson steeple
#

A replacement for bungees chat api

wary knot
#

i assume its something that optimizes the game

#

oh

trail knot
#

It optimizes the developer wxpiernce

#

Good spelling

crimson steeple
#

Basically allows developers to easier use the new chat functionaly

hardy crane
#

Ooo

cunning marsh
#

finally

crimson steeple
#

As you can see plenty ppl are excited for that

sacred plaza
#

finally something other than the bungeecord chat stuff

cunning marsh
#

just another reason for people to switch to paper

zinc frost
#

Fucking finally

rancid dove
#

Does this mean that bungees chat api gets removed or will it get removed soon?

zinc frost
#

no lol

wintry needle
#

My guess would be for it staying for quite a while.

#

But I think it got deprecated now.

storm hearth
#

It will be marked as Deprecated

daring moat
#

It has been deprecated, along with the String methods

#

MiniMessage support will also be introduced once a stable release has been made

wintry needle
#

smh not adding // Paper comments on javadocs changes /s

daring moat
#

lol

burnt tartan
#

ะฒะฐ

and

sacred plaza
cunning marsh
#

๐Ÿฒ

marble chasm
#

damn this is pretty cool

trail knot
#

Check pinsfor that

whole quail
#

ook thanks i just noticed

daring moat
jovial prism
#

can tell that aikar made the channel ๐Ÿคทโ€โ™‚๏ธ

wintry needle
#

kashike any reason for not adding javadocs deprecations for all methods (mainly ones without javadocs at all?). I can see people coming to #paper-dev be like:

Why is it deprecated?

#

I guess it makes a bit bigger diff.

daring moat
#

Which ones are missing?

wintry needle
#

Oh.

#

Didn't see Not supported yet xD

#

Although none of those methods have it supported.

daring moat
#

Those are overrides

#

javadocs exist in a superclass

wintry needle
#

Yeah. I should probably just build the source and compare it instead of looking at patches on GH.

sharp patio
#

hm

#

so whenever i try and chat on my test server running the above build

#

the output is just my name

#

weirdchamp

crimson steeple
#

What chat plugin do you use?

sharp patio
#

ChatEx to actually display prefixes and such, Luckperms to control prefix perms etc

#

i removed all plugins and the issue is not present; i'll start going down the list

daring moat
#

Cheers; let me know the result

sharp patio
#

Yeah, its 100% ChatEx

crimson steeple
#

Let's pray it's open source so we can take a look

sharp patio
#

yeah; im uploading a video of the behavior now

crimson steeple
jovial prism
#

video

#

Does it neeed to be a video?

sharp patio
#

fair

#

let me just take a pic

crimson steeple
sharp patio
#

def caused by ChatEx; does not happen on normal paper builds

daring moat
#

hmm

#

@sharp patio I'm going to make a new build with some debug output enabled - please give me the output when you see it.

#

Building now

forest hound
#

kash now gets to feel my pain of paperclip build times

daring moat
#

I blame aikar

#

@sharp patio ^

sharp patio
#

@daring moat sure

daring moat
#

thanks!

#

output should contain $AdventureDebug$ in it

sharp patio
#
$AdventureDebug$Format:  [Owner] 3xpl0itz: %2$s
[13:35:48 INFO]:  [Owner] 3xpl0itz: 3xpl0itz
[13:35:50 INFO]: $AdventureDebug$Format:  [Owner] 3xpl0itz: %2$s
[13:35:50 INFO]:  [Owner] 3xpl0itz: 3xpl0itz
[13:35:54 INFO]: $AdventureDebug$Format:  [Owner] 3xpl0itz: %2$s
[13:35:54 INFO]:  [Owner] 3xpl0itz: 3xpl0itz
#

sorry, dont wanna spam here

daring moat
#

Aha, I see the issue. Thanks

sharp patio
#

no worries

daring moat
#

Will get the fixed here, moment

#

building now

#

@sharp patio ^ mind testing that?

daring moat
sharp patio
#

@daring moat sure!

#

works perfectly ๐Ÿ™‚

daring moat
#

\o/

crimson steeple
#

Kash with the quick fixes

sharp patio
#

works w/color codes and all

#

ty man ๐Ÿ™‚

sharp patio
daring moat
#

Woo :)

sharp patio
#

ofc!

#

posted ๐Ÿ™‚

daring moat
#

woo

grand solar
#

so what r the changes required to implement adventure? Is anything being replaced or is it just stuff like sendMessage

tribal shoal
#

I donโ€™t think there are breaking changes right? Just a bunch of new deprecated methods

daring moat
daring moat
tribal shoal
#

Wasnโ€™t the point of this to have the gh action auto build it?

#

Or rather โ€œoneโ€ of the benefits

sacred plaza
#
# Note that there is no artifact step in this script. We do not want Paperclip
# jars to be built for every push & PR; our CI handles pushes to branches, while
# PRs can themselves link to Paperclip jars if it is necessary. Official such
# PRs will take use of testing builds.```
plucky harness
#

why was i pinged twice

daring moat
#

?

forest hound
#

@plucky harness because you opted into the notifications

plucky harness
#

oh yeah

#

lmao

noble rose
sharp patio
#

Slidurs ๐Ÿ™‚

#

Really enjoy it

noble rose
#

Wierd it is what i have, mine doesn't look like that..

sharp patio
#

Weird...

noble rose
#

Med, high, extreme?

sharp patio
#

Lemme check

#

Just medium

noble rose
#

Ohh

#

Ty ๐Ÿ˜„

sharp patio
#

Ay no worries man; did you have the high version before

noble rose
#

Yes both high and extreme, and they are very shiny xD

#

Which can be a bit too much

sharp patio
#

Lmao well imo medium is hype, has great perf too

noble rose
#

Yeah I'll grab that one aswell ^^

sharp patio
#

Sounds good g

rancid dove
#

Do holograms (entity names) support Translation components? Patch does not load for me for some reason so I can't have a look

#

Because if not, the now closed PR #4742 would still have a use

jovial prism
#

should do, such is on the component API which works the same everywhere

crimson steeple
#

Everywhere you can have Components, translation Components should just work

daring moat
#

New test build is being created now; has some changes that need testing to make sure nothing breaks, especially with the following plugins:

  • ProtocolLib
  • ViaVersion
    and any others that do crazy stuff with networking/packets
#

@sharp patio going to ping you since your test server had ProtocolLib, if you have time to test - JAR is being built now and will be here in the next couple minutes

daring moat
sharp patio
#

@daring moat bet bet

daring moat
#

cheers!

sharp patio
#

there seems to be an issue with mythicmobs?

#

ill post a log here

#

looks like its looking for a method that is missing?

#

in adventure

#

sorry, idk how i didnt catch this before

wintry needle
daring moat
#

outdated minimessage/adventure in that plugin; unrelated to what I've done here

sharp patio
#

ahhhh bet bet; it does work on the latest normal paper but yeah

#

i mean i tested most plugins that rely on protocollib so far

#

no issues other than that?

daring moat
#

wooo

#

that means my translation stuff didn't break it then it seems

sharp patio
#

is there any way for me to "test" protocollib other than just testing the plugins that have listeners from it?

crimson steeple
#

No

sharp patio
#

then i think we good

#

ill let you know if i run into any more issues tho

daring moat
#

๐Ÿ‘

trail knot
#

Check pins for current test build

earnest leaf
#

though @sharp patio please talk to the dev of mythicmobs -- they need to relocate the libraries they shade, and it doesn't seem like they're relocating adventure properly

raw pasture
#

looks like they're relocating net.kyori.adventure.text only and not net.kyori.adventure like they should

daring moat
daring moat
#

<@&748640620771278999> Another ping to ensure the latest build ^ gets testing.

trail knot
#

thank you kashike, very cool!

daring hedge
#

Awesome thanks! ๐Ÿ˜

cobalt gulch
#

Periodt

#

Will do

plucky harness
burnt tartan
#

What is adventure and how test is???

#

Have commands?

#

Like a /adventure?

raw pasture
#

no but that would be epic

trail knot
#

Check PR linked in pin :)

trail knot
#

Linked in pin...

daring moat
#

?

grand solar
#

ยฟ

trail knot
#

Pins..

daring moat
#

?

burnt tartan
#

What is adventure?

tribal shoal
burnt tartan
#

How test it in paper builds???

#

I dont understand this files

jovial prism
#

if you have to ask, this build is irrelevant to you

#

but, it's a paper jar just like the ones you get off the downloads page

burnt tartan
#

This "adventure" have commands?

jovial prism
#

no

#

it's for developers, basically

#

In part, we wanna know it also doesn't break random servers, but, if you have to ask questions like that, DO NOT INSTALL THESE BUILDS ON YOUR SERVER.

burnt tartan
#

RUS: ||ะบะฐะบ ะผะฝะต ะตะณะพ ั‚ะตัั‚ะธั€ะพะฒะฐั‚ัŒ ั‚ะพะณะดะฐ? ั ั…ะพั‡ัƒ ะฟะพะผะพั‡ัŒ||
ENG: how should I test it then? I want to help

#

RUS: ||ั…ะพั‚ัŒ ะพั‚ะปะฐะดะพั‡ะฝะพะน ะธะฝั„ะพั€ะผะฐั†ะธะตะน ะฟะพะผะพั‡ัŒ||
ENG: at least help with debugging information

crimson steeple
#

you basically install it, use your chat plugin, and if its broking you report here

#

or if anything else related to chat, titles, scoreboard, whatever is broken

burnt tartan
#

RUS: ||ะบะฐะบะพะน ะฟะปะฐะณะธะฝ ะดะปั ั‡ะฐั‚ะฐ ะฟะพัะพะฒะตั‚ัƒะตั‚ะต?||
ENG: which chat plugin would you recommend?

jovial prism
#

the idea is that you test it on your current server setup

#

We just wanna know if it works

burnt tartan
#

RUS: ||ะบะฐะบ ะฒะบะปัŽั‡ะธั‚ัŒ debug it?||
ENG: how to enable debug it?

jovial prism
#

you don't

#

there is no debug

burnt tartan
#

okay

jovial prism
#

it either works or it doesn't

burnt tartan
#

RUS: ||ะณะดะต ะฒะทัั‚ัŒ ะฟะพัะปะตะดะฝะธะน ั€ะตะปะธะท ะฝะฐ ั‚ะตะบัƒั‰ะธะน ะผะพะผะตะฝั‚?||
ENG: where to get the latest release at the moment?

trail knot
#

Pins

jovial prism
#

Please don't use it

burnt tartan
# jovial prism it either works or it doesn't

RUS: ||ะบะฐะบ ะฟะพะฝัั‚ัŒ ั‡ั‚ะพ adventure ั€ะฐะฑะพั‚ะฐะตั‚? ั‡ั‚ะพ ะดะพะปะถะณะฝะพ ะฟั€ะพัะฒะปัั‚ัŒัั||
ENG: how to understand that adventure works? what should be shown

jovial prism
#

Once again, please do not use it

burnt tartan
#

i from russia, sorry

tough bear
#

is that a discord mod or surely thats not built in to the client

#

it seems far too useful and convenient to be something discord themselves would do

burnt tartan
#

RUS: ||ะดะฐ ัั‚ะพ ะฟะตั€ะตะฒะพะดั‡ะธะบ-ะผะพะด ะฝะพ ั ะตะณะพ ะดะพั€ะฐะฑะพั‚ะฐะป ะฟะพั‚ะพะผัƒ ั‡ั‚ะพ ะพั€ะธะณะธะฝะฐะป ะฟะตั€ะตะฒะพะดะธั‚ ะตั‰ะต ั…ัƒะถะต ั‡ะตะผ ั‚ะฐะบ ะบะฐะบ ะฒั‹ ะฒะธะดะธั‚ะต ัั‚ะพ ัะพะพะฑั‰ะตะฝะธะต||
ENG: yes it is a translator mod but I modified it because the original translates even worse than as you see this message

tough bear
#

well it looks pretty slick anyway

burnt tartan
#

RUS: ||ะผะฝะต ะผะพะถะฝะพ ะฟะพะปัŒะทะพะฒะฐั‚ัŒัั ั‚ะฐะบะธะผ ะฟะตั€ะตะฒะพะดั‡ะธะบะพะผ? ะธะปะธ ะฟั€ะพั‚ะธะฒะฝะพ ั‚ะฐะบะพะน ะฒะธะด?||
ENG: can I use such a translator? or disgusting this kind?

tough bear
#

I dont know how many russian users you will find here, the original RUS being passed along with it is a little spammy

#

but overall I suppose its fine

trail knot
#

Rus might be what they're natively speaking

tough bear
#

it is

#

the mod likely always passes it through

#

most translators wouldnt though

burnt tartan
#

ะดะฐ

#

ัั‚ะพ ั€ัƒััะบะธะน

hollow panther
#

ะะตะทะฝะฐะผ ั€ัƒัะบะธ ะฐะปะธ ะธะทะณะปะตะดะฐ ะดะพะฑั€ะฐะฝะพ!

It do be lookin hella fine

hollow panther
burnt tartan
#

ะฐ ะทั€ั

crimson steeple
#

Keep it to english please

burnt tartan
#

ok sorry

karmic grail
#

Is it possible to use API with latest Adventure changes from maven or i need to build it to local?

raw pasture
#

java -Dpaperclip.install=true -jar paperclip.jar

#

thatll install it to your local repo

wintry needle
#

That installs NMS and API :)

#

I think.

karmic grail
#

yes it does

raw pasture
#

now Im realizing, if you meant the changes newer than in the latest build posted in this channel, yes, you'll need to build it yourself

cunning marsh
#

Tested with VentureChat, works perfectly fine

#

Is it far from being merged?

daring moat
#

@cunning marsh you asked about it being merged - help test ^ and it will be merged sooner :p

#

<@&748640620771278999> new build available with some big changes, please test!

daring moat
marble chasm
#

nice

plucky harness
#

woot

trim perch
mortal sonnet
trail knot
#

๐Ÿ…

grizzled kelp
#

What are the changes lol

tribal shoal
#

Well if you arent gonna write plugins that use the new api, testing then falls to making sure itโ€™s not breaking the functionality of anything

versed acorn
#

why should we migrate to new adventure api?

tribal shoal
#

its objectively better

#

way easier to manage the more complex stuff about chat (hover/click events), and it makes translations incredibly simple

#

it also adds components in some places where there wasn't api to use components, player tab list stuff to name one example

#

and the Audience interface is very useful for only showing certain information to a specific group

trail knot
#

Check pins to find the current test build please

daring moat
#

Anyone running into any issues with test build #7?

grand solar
#

build 7 is latest, yeah? ill give er a run tomorrow

daring moat
daring moat
plucky harness
#

what does this test build hope to fix?

#

someone can just send me the link of the pr

jovial prism
#

pins...

wintry needle
#

Literally second pinned message has the link...

plucky harness
#

oops sorry

forest hound
#

it fixes the lack of having adventure built into paper

sacred plaza
#

lol

wary knot
#

lmao

#

experumental changes
found a typo ^

lost moth
#

What does adventure have that the bungee chatcomponents dont? Or why feature/adventure being made?

crimson steeple
#

Support for modern Components and a generally nicer to use api

#

Also, adventure enables MiniMessage and it will be much better integrated into bukkit than the bungee api ever was (aka, can be used everywhere)

lost moth
#

sounds good, I dislike how bukkit doesnt like chatcomponents and just converts everything into legacy strings. That caused some problems for be when serializing and deserializing itemstacks (they would no longer match a exact recipe choice as the name was different)

#

And I would like hovering back on death messages ๐Ÿ˜‰

bold rampart
#

can I use minimessage with spigot or nah?

crimson steeple
#

thats what adenture solves

#

in theory yes konsolas. since adventure can be used "manually" via adventure-platform, which has spigot support

bold rampart
#

i see

crimson steeple
#

you could also use adventures serializer to turn the adventure component minimessage returns into a bungee component I guess

#

but using platform is generally better, it also handles "downcasting" rgb for clients that dont support it and stuff

lost moth
#

How will the api work with this new system? Will there be 3 methods now? setDisplayName(String) setDisplayNameComponent(bungee.ChatComponent) and setDisplayNameAdventure(adventure.something)

bold rampart
#

I suspect you'll have to convert things into chatcomponents to pass to spigot

crimson steeple
#

its just Player#displayName(adventure)

bold rampart
#

oooo

crimson steeple
#

once adventure support is merged

lost moth
#

will old plugins be converted using commodore or something or will they just not work anymore

crimson steeple
#

they will continue to work, old apis are just deprecated for now

forest hound
sacred plaza
#

lul

wary knot
#

Lol

trail knot
#

LOl

lost moth
#

Will adventure also support different message types? Like how vanilla sends messages using new ChatMessage("chat.type.text", this.player.getScoreboardDisplayName(), message);. Not sure what difference it makes client side though. Or is it just chat components

#

Or actually, that might be a translated message now that I think about it ๐Ÿคฆ

crimson steeple
#

Yes, there are different message types

#

System, chat iirc

#

Action bar is the 3rd one i think

#

And yes, adventure allows that and the adventure impl in paper does that too

tepid igloo
#

where can I find the new api that includes adventure? and also where can I find the docs?

rancid dove
tepid igloo
#

so I would need to include the whole paper jar to test adventure?

rancid dove
#

If you want to test it in your plugin, you can just add adventure as a dependency. You probably need to do that anyways if you want your plugin to be able to run on Spigot
But if you want to test the new APIs, yeah. But you could probably just wait a few days - the PR should get merged pretty soon

tepid igloo
#

ah okay, thanks for the info ^^

trail knot
#

Runtime (included) dependency versus compiled dependency

past swift
#

Where can i find the download for paper mc, it is not on the website..

#

?

sacred plaza
past swift
#

ok thank you, now it works!

trail knot
#

Check pins!

prime kettle
#

Where do I find the build tools from paper

jovial prism
#
  1. wrong channel
#
  1. We don't have buildtools, read the readme on the repo
prime kettle
#

oh sorry

crimson steeple
#

?ban @wary knot "funny" words spam

rapid ruinBOT
#

dynoSuccess NotLLukazzz#7722 was banned | "funny" words spam

tribal shoal
#

Literal fun police

trail knot
#

im assuming it wasnt all that fun, dare i check

#

nvm thought this was hangar so i cant check

crimson steeple
#

"Forbidden" words a 12 year old says to annoy their parents

vapid garden
#

Yeah it was just some "bad" words without any context

#

I checked the channels in that exact moment. How lucky I am.

crimson steeple
#

And didn't ping @ mods, smh

vapid garden
#

Well, i didn't really know if i should ping :/
Some discords react allergic to that, but now I know better ๐Ÿ˜

#

Was literally up two minutes and it's not like it was hatespeech

crimson steeple
#

If you see somebody break the rules, ping @ mods

vapid garden
#

Good to know

#

If someone did some serious offending or denied specific event in German history, believe me, I would have pinged whoever I can ping without hesitation

crimson steeple
#

That role was created so that you dont have to ping individuals, who might be unavailable rn, but everyone who wants to be on mod duty rn

vapid garden
#

Fair enough

trail knot
#

The whole point of the @ mods role is for when something happens

#

Only mods ready to be pinged have the role, they aren't allowed to be mad (unless you're doing it for the wrong reasons)

#

Either way, off topic, imma scram

lapis loom
#

Just a small info: The Topic has a typo... ๐Ÿ˜‰

storm hearth
#

It was a social experument

autumn blaze
#

How to get test builds

proven jackal
#

there aren't any at the moment

#

but check pins

trail knot
#

also , "A"?

wary knot
#

where can i find papermc 1.12.2?

umbral dew
#

scroll down

shrewd arch
#

Is there papermc forge 1.12.2?

jovial prism
#

No, and wrong channel.

trail knot
#

Just trolling at this point

modern thunder
modern thunder
#

ahhh, didnt see that.. thanks

crimson steeple
#

(totally fell for that too when I reviewed it)

daring moat
umbral dew
#

@junior vale know you were having issues with this yesterday ^^

daring moat
#

/cc @lone shale @young pawn @crimson steeple @jaunty skiff since you guys have seen stuff too, might be able to test against some plugins

lone shale
#

fixes bugs with essx

young pawn
#

||I have indeed seen things you wouldn't believe||

tough bear
#

does this add support for the color bold?

wintry needle
junior vale
quaint saffron
#

/cc

trail knot
#

google vroom vroom

winter onyx
#

Is there a place I can get a PaperMC build for 21w06a and the like?

jovial prism
#

no

winter onyx
#

any particular reason why? just curious. not familiar with how fast the paper team is with snapshots (if at all)

lone shale
#

there is no snapshots for bukkit/spigot/paper

#

paper relies on Spigot to update and they do not support snapshots

winter onyx
#

ah, gotcha, thanks.

sacred plaza
#

snapshots once hardfork???

jovial prism
#

"yes"

tribal shoal
#

right, cat, you volunteered to grind every snapshot out once the hardfork happens ๐Ÿ˜›

jovial prism
#

We're not going to promise them in any capacity, nor will they be supported, etc, but, it's likely that we'll be tracking them in some form or manner

vapid garden
#

Woah still cool though

zinc frost
#

Prob just push the later stable ones for random testing

jovial prism
#

just had somebody I do stuff for throw that test build on their server and appears to work

opaque kiln
#

After the update, an error appeared:
Could not pass event TimeSetToDayEvent to BetterSleeping3 v3.0.4
java.lang.NullPointerException: null
at be.dezijwegel.bettersleeping.messaging.Messenger.sendMessage(Messenger.java:216) ~[?:?]
at be.dezijwegel.bettersleeping.events.handlers.BuffsHandler.onSetToDay(BuffsHandler.java:86) ~[?:?]
at com.destroystokyo.paper.event.executor.asm.generated.GeneratedEventExecutor488.execute(Unknown Source) ~[?:?]
at org.bukkit.plugin.EventExecutor.lambda$create$1(EventExecutor.java:69) ~[patched_1.16.5.jar:git-Paper-534]
at co.aikar.timings.TimedEventExecutor.execute(TimedEventExecutor.java:80) ~[patched_1.16.5.jar:git-Paper-534]
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:70) ~[patched_1.16.5.jar:git-Paper-534]
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:607) ~[patched_1.16.5.jar:git-Paper-534]
at be.dezijwegel.bettersleeping.runnables.SleepersRunnable.run(SleepersRunnable.java:209) ~[?:?]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftTask.run(CraftTask.java:100) ~[patched_1.16.5.jar:git-Paper-534]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:468) ~[patched_1.16.5.jar:git-Paper-534]
at net.minecraft.server.v1_16_R3.MinecraftServer.b(MinecraftServer.java:1301) ~[patched_1.16.5.jar:git-Paper-534]
at net.minecraft.server.v1_16_R3.DedicatedServer.b(DedicatedServer.java:379) ~[patched_1.16.5.jar:git-Paper-534]
at net.minecraft.server.v1_16_R3.MinecraftServer.a(MinecraftServer.java:1216) ~[patched_1.16.5.jar:git-Paper-534]
at net.minecraft.server.v1_16_R3.MinecraftServer.w(MinecraftServer.java:1004) ~[patched_1.16.5.jar:git-Paper-534]
at net.minecraft.server.v1_16_R3.MinecraftServer.lambda$a$0(MinecraftServer.java:177) ~[patched_1.16.5.jar:git-Paper-534]
at java.lang.Thread.run(Thread.java:834) [?:?]

#

@daring moat

#

@forest hound

jovial prism
#
  1. Do not randomly ping people
#
  1. Update that plugin
#

might not fix it but that line doesn't match up to anything in the source

opaque kiln
#

The plugin has been updated to the latest version. The error appeared after the Paper update

jovial prism
#

That's already been fixed by the author

#

the fuck does reciever have a null in there though

#

but, there is a bug report on the guys issue tracker for literally months ago with that bug, which has been fixed

opaque kiln
#

I have the latest version of BS installed

jovial prism
#

you need the dev build

opaque kiln
#

Thanks