#paper-test-builds
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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
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 ๐
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.
Since when did this problem exist?
Yay. I thought tuinity was the "testing branch"
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
nah, plus can be multiple test builds
@rough warren years? its one of the major server crashes weve had at least 50 issues reported on.
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
Where is 1.16.2 builds?
Wrong channel. They are on paper's download page as per usual. Might need to reload the page with Shift+F5
Ok thnks
shift is to help with the caching issue
at this point cache has likely expired, but you never know
let's keep this on topic tho uwu
Is anyone here using the test build? please report how long been running w/o issue.
I'm using it but not on live server, for the moment it's just on my dev environment without players
Since yesterday installed, I didn't detected anything ๐
detect* :)
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
?tag entityfix
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
This is also testing for any new bugs if the bugs this is trying to fix don't affect you
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 ๐
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?
"Expected behavior" ?
well keeping velocity on teleports has been a thing forever now, hasn't it?
I do now question if the .setLocation -> .setPositionRotation is the real fix here
but i still dont see why youd expect velocity to be retained in a teleport
I don't know either lol it always confused me, but it is changing long-time existing behaviour nonetheless :p
if your falling and teleported to ground, that would kill you
well i gues well see if any complains, and if so just add a config, and say "your risk"
Teleport to ground will kill you if you dont reset the fall distance
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.
Might be worth making a debug plugin and logging the velocity of the player in that event
id expect that has to do with the player had pending movement packets too
need some way to cancel packets that were based on pre teleport movement, not sure how though
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.
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
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.
you should have an autorestart every 24 hours
Yeah, that was my temporary fix.
i wouldn't see it as a temporary fix
just do it
mc servers shouldn't run for 3 days straight
Just code something to restart in low hours, while also keeping a minimum delay of 18 hours
it also gives you a restart maintenance period
My server runs for weeks often. :/
i wouldn't do that
I had an uptime of several months one time ๐ but that's off topic
Meh it can be fine if you are not doing idiotic sguff
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.

glances at channel name
Yeah, sorry for going off topic.
Meh
absolutely nothing in this build is going to contribute to any memory or instability issues lol
unless theres like some fix in master since i forked it
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.
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.
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.
the jar is on the PR
The following builds are currently being tested:
- Player/Entity Teleport Fix to stop massive chunk loads - https://github.com/PaperMC/Paper/pull/4210
bad dyno
I see, thanks.
leaked code
ima bump that down to like 15
hmm why didnt it delete
dont tell me it cant delete embeds
the one you did initially went poof
that was diferent
oh
i sent it as a channel embed thinking i could "summon" it
but had to redo it
maybe its cause i kept editting it, so lets try again
The following builds are currently being tested:
- Player/Entity Teleport Fix to stop massive chunk loads - https://github.com/PaperMC/Paper/pull/4210
maybe it's 15m
was seconds on the role command lol
can do it this way, embed per build
oo
oops
?currenttestbuilds
okey
Please dont test the currenttestbuilds command when its clearly already showing in the channel already ๐
I think this is a great change
I'll play around with some of the new PRs when I can
You could also have the bot pin the latest test builds, and remove them when needed
no wait
Wrong channel...
Known issue..
Well, actually, enable it in paper.yml, should work unless a plugin breaks it
ะฐ
why is absolutely everything in this channel getting deleted over and over
the commands are getting deleted
there are like 100 deleted messages above this
how can u see deleted messages?
i can see other things as well
that deletes the command and answer after a few seconds
yes, please continue showing us how you violate the TOS
@waxen gale and you think IM bad this really is a 3rd party client
using custom client does not violate ToS >_>
Course not, but remember they can ban your account for any reason at any time
correct, they could ban you for saying that too
Anyway, off topic imma whoosh
using custom client does not violate ToS >_>
@wary knot
It does
@emilia_san_ All 3rd party apps or client modifiers are against our ToS, and the use of them can result in your account being disabled. I don't recommend using them.
?subscribertestbuilds
mm
?role @jagged scarab +TestBuildNotifications
Changed roles for KingHorse#1266, +TestBuildNotifications
it's ?subscribetestbuilds, no r
Ah๐ I hadn't yet take time what I did wrong.
ty ๐
<@&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!
please hold the spam so people can actually seee the msg easier
Even better will be reports of "I've not see any more watchdog lag spikes from entity movement since!" too ๐
its already visible in channel
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?
i have no idea what that means
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
as in youll have watchdog spamming that main thread is hung loading chunks while processing some entities movement
probably more of an issue with lockettepro? but after installing r2 test build, my logs are spamming the following
Please use a paste site...
https://paste.gg is probs the best these days
A sensible, modern pastebin. Share text and source code snippets with no hassle.
pastebin is trash, hastebin loves to delete stuff in 2 seconds
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 ๐คทโโ๏ธ
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 ๐
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
Indeed, already reported to them and they recognized the bug. Sorry for the false alarm
Does the dev build fix an issue with random crashes pertaining to chunks loading forever?
hopefully sorta
relating to entities loading tons of chunks, thats the goal
single chunks being stalled due to overloaded light, separate issue
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
?subscribetestbuild
cute name, but it's ?subscribetestbuilds
Ahh and hehe thx
@wary knot theres a bug that occasionaly an entity will move and have an invalid bounding box that is in the wrong (old) position
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
and crash
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
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
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!
it still hangs the server but its better. i dont know what else to report, the main problem was, it hanging the server
sure
@forest hound created 3 new worlds here is log: https://paste.gg/p/anonymous/2ab3277498dc4912b4e5bf51a3c0775a
thats completely unrelated but wtf is it sync loading for, i thought it was async loading those chunks
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
it throws the tickets in and then calls that executeModerately method which runs the magical tasks for loading, etc
i waited until the server finished loading chunks this time
before i started creating new worlds
It also anded up processing a chat packet in there which ran a command
Isn't this system beautiful
This is basically nothing to do with the movement issue if that's what your puzzle is, it's just chunk loading fun
There is no movement happening there
The server just threw off a ton of loads for the spawn of that world
SOmebody also teleported, and that looks like vanillas "don't tp them into the world" logic running
Well, the safe tp thing
its just me on the server 1 player
1 plugin
keep-spawn-loaded-range: 10 i could just change this option i guess to something low and it will be fixed
Hit the 3 day mark, added my green check, version works fine
in fact, this greatly stabilized TPS on my server. Thumbs up
Same here
No issues so far
but i had to update today because of the playerinteractevent spigot bug that was fixed
will there be a new build soon that incorporates the other bug fixes? or will this teleport fix get merged with main
I'd like to get the other fixes as well
I just merged it
@forest hound Aikar, and mojang in 1.16.3 fix the bug with generating the world and villages?
The 1.16.3-rc1 changelog doesn't mention it being fixed, so I don't think so.
why it shows that in this channel are unread messages when there aren't any?
Deleted messages don't clear the unread indicator
alright
also pls dont ping staff, especially ghost ping
FYI - currently no test builds - just stil subscribe to know about the next ones ๐
oh damnit bot now you wanna work to auto delete
quill wtf whyd you delete it now aikar looks like a fool
Are there any upcoming changes or anything planned for the future?
we'll see
nyoom
new test build will be coming hopefully tomorrow. major performance increase ๐
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)
Does this update disables all the plugins that has KitPVP or Factions in the name :D?
HIGH RISK TEST BUILD - PLEASE HAVE BACKUPS!ENTITIES MIGHT BE LOST! nevermind 
you do test on a testing server right?
@hot dew that would be lovely but no this build is for 1.16.3 not 1.8.8
Test builds are not intended to have any guarantees.... Lol. That's the whole point of them being test builds...
I play 4fun on my server
======= 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
<@&748640620771278999> Hey! Time to test - See ^ - This will give a nice performance boost. We need testers to make sure no bugs.
this will be back ported to 1.15.2 as this fixes a major api breakage
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.
addtoworld, means the entity is begin render/ticking because chunk is begin loaded?
======= 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
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
cool
======= 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
Please don't keep using the currenttestbuilds command, its clearly in view still
Sorry
xD
guess its 5 mins per person
Hey Aikar where's the dono link?
mine?
yeah
For Paper in general
https://github.com/sponsors/aikar preferrably or https://donate.emc.gs/paper for one time
how much of a performance increase are we talking about
like if you were to put in numbers
will vary based on how many chunks are 'loaded'
it wont turn 10 tps to 20 no
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.
Tomorrow i will test for lost entity & tile entity on my world backup
going TV now, will check in tomorrow
There is no reason to do the command when there is an embed mere 0 messages away. Please just read the existing embed.
======= 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
<@&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.
the test builds are for 1.16.3 right?
yeah ik
1.16.1 is long dead and .3 is just a minor continuation of .2
im not on .3 yet, i plan to update soon, need to check all plugins first
barely anything changed
@forest hound what could potentially be broken in this build
i can throw it on a server with players
hopefully nothing, im just not making guarantees ๐ but it deals with entity and tile entity load/unload, so if somethings wrong.... could lose them or dupe them i guess
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?
localized. i havent seen it myself though. its just a worst case scenario.
and thanks
uh
test build isn't going so great
server doesn't finish starting up or something
lol
_> what did you do
this build def wouldnt of related there lol
and latest paper should be improving startup
oneif your plugins hung it then
one of*
@mortal sonnet 
that "stage" of startup is plugins "delayed init" stuff
Okay, i'll try on my survival server with >100 players and >6000 entities (i'll backup before)
ideally test on yourt est server first lol
and promote when you feel its ok first hand ๐
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.
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.
ima try to get mojang to make this change official
I LIKE MY TYPOS

there

๐ค 
@mortal sonnet ah yes, fix (mentions this channel) topic
and im more concerned about the your instead of you're ๐

======= 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
does this build contain changes from build #195 (DFU)?
It appears to yes
yes
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)
I'm currently testing it with >100 players
ah yes, 50 players on a test server
classic
I simply asked my community to connect to a test server. My production server is running with 140 players
yeah thats the kind of crash i was curious if would happen
So far, everything seems to go well after the restart.
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
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
?currenttestbuild
======= 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
.
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>
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
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 :)
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
What performance improvement can you expect from that test build?
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
i tested it and im getting much better tps and less warnings about server being ticks behind especially on startup
well startup one is going to be due to the last commit in master ๐
though i guess theres going to be less work going on w/ entities at startup too, less being added to world
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.
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
I just noticed an issue: One of my players disconnected, and this happened at the same time: https://hasteb.in/icadehit.kotlin
(I never had this issue before)
Customgui was dealing with skulls and caused network io on the main thread
Yes
Ok
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.
@wary knot thats not related to this test
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.
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!
yay
had no issues either
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
Do you think this will improve my performance when the major bottleneck seems to be ticking entitles like villagers and monsters, and even bats (I should probably just disable those, they are just annoying)? https://timings.aikar.co/?id=396cc50d2a7e42158024925be26e588b#timings
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
this wont help individual entity timings. it helps in the "SELF" time on ticking the parent.
Oh, ok. But that also seems to seems to be something that could improve.
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
It had improvements, but it is debatable whether the overhead negated them
well once this is merged, becomes super useless now ๐
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
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?
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
The more ppl test and confirm it runs without issues, the quicker aikar has confidence to merge this to master ^^
i have confidence in aikar
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
I've worked alongside aikar for like, 2, 3 years know? I have confidence in aikar to break something too
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
A fluids API? You mean like lava and water or like the types of fluids you would typically find in forge mods?
Aikar, will this version also help with Chunk Ticks (SELF) or just tickEntities (SELF)?
tick entities for now, slightly for chunk ticks once i restore the optimization i disabled in r2
======= 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
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.
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
That looks awesome!
Here are my 1.16.2 timings from 5 days ago with 15-17 players online
with lower chunks, entity and tile entity amount i still had 4% tps loss
Nuts.
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.
You guys made a little mistake in the channel description: experumental ^^
@rugged stone The download link is on the first line https://discordapp.com/channels/289587909051416579/748269415497465927/755602930895421480
tnks
It's accurate, these are experumental builds ||/s||
@safe dragon was actually intentional to troll someone lol
Oh ok ^^
After using r2 build for the entire day nothing was glitched and players didnt report any issues with entities
======= 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
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.
======= 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
what minecraft versions are the test builds?
1.16.3
Hint hint, 1.16.3 and 1.15.2 also are the only supported versions
though would be nice to state theyre not for 1.15 as it is supported
Well, all new features generally target master
======= 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
@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
(at) Aikar are the scoreboard issues fixed in r2?
this only works on entities and chunks so I doubt it
Okay, sad. What did Aikar mean with his scoreboard issues?
.
it fixes an inconsistency in the add/remove from world events
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
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
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.
there is no inconsistent behavior in the add/remove events
Wrong
Hey I joined
But my issue was due to my own implementation using the add remove events for scoreboards
And switch my server to paper
Oop
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
Yes and that's an issue I've now fixed
Running this build for almost 3 days with 20+ players on and there are no issues so far.
======= 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
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.
that is an unrelated issue that is present even in 1.15
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
======= 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
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 didnโt 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.
@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
Will this build be updated to the latest paper release(202)?
I mean... when/if its merged, yeah then it will be
I meant like updating the branch where it was changed
Looks like itโs already been merged?
Yes, it is
nvm then
?help
@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
@cunning marsh The fact is that it doesn't even open,it just crashes the server
Yes, thats the glitch
@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
stop pinging me...
you're using pings way too excessively lol
@sullen fable You can disable treasure maps in paper.yml thats the best solution
@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 !
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)
There are currently no test builds, please stop running the ?currenttestbuilds command
?help
check pins
so the patch is broken?
chunks still don't load and players can't send chat messages sometimes when players teleport
i was randomly getting the unable to send chat message once in a while after this patch
damn rip
update to 204 to remove changes
done
@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
Aikar 
ironically that reverts the test...
The server works stably without errors for 15 hours in a row, peak 25 people, TPS 20
Build 200-203 contain what we tested here, build 204 no longer has the changes
the work here is no longer in any build lol
ima do more end of this week or weekend
Sounds good
Maybe lock the channel until a new test build comes out?
Nah, we still want people to subscribe to test builds if they want
Please don't run ?currenttestbuilds; there are not any
]
[

why doesnt paper have a java 15 version which supports GraalVM?
graalvm should make the server slightly faster
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
you can use java 15 already, just not with graal unless they've already released the fix
you don't
ok
this is also totally the wrong channel :/
what
shh, the channel isn't active anyways :>
thx
lol
are the dev build versions updated?
or are they like separate branches in the github
Seperate branches, updated it needed
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
yeah there are no test builds currently ^^
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
so do test builds eventually get merged into master
if all the bugs r sorted out on them
what else would be the point of a test build
ok im just dum
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
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
if they have anything similar to plugins, chances are they're using fabric
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
vanilla clients can join fabric? huh
Yep
afaik as long as the installed mods don't add anything that needs to be present on the client, vanilla clients can be connected
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
.
.
.- -... . .-.
!?
Are the changes in the last test build implemented in a stable one?
aka this one
Were reverted
Yes we had some issues
:c
Adventure support test build #1.
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.
<@&748640620771278999> ๐

Pingers
poggers
POGGERS
I love to see it.


what's adventure? Im dumb lmao
A replacement for bungees chat api
Basically allows developers to easier use the new chat functionaly
Ooo
finally
As you can see plenty ppl are excited for that
finally something other than the bungeecord chat stuff
just another reason for people to switch to paper
Fucking finally
Does this mean that bungees chat api gets removed or will it get removed soon?
no lol
My guess would be for it staying for quite a while.
But I think it got deprecated now.
It will be marked as Deprecated
It has been deprecated, along with the String methods
MiniMessage support will also be introduced once a stable release has been made
smh not adding // Paper comments on javadocs changes /s
lol
ะฒะฐ
and
๐ฒ
damn this is pretty cool
Check pinsfor that
ook thanks i just noticed
can tell that aikar made the channel ๐คทโโ๏ธ
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.
Which ones are missing?
Oh.
Didn't see Not supported yet xD
Although none of those methods have it supported.
Yeah. I should probably just build the source and compare it instead of looking at patches on GH.
hm
so whenever i try and chat on my test server running the above build
the output is just my name
weirdchamp
What chat plugin do you use?
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
Cheers; let me know the result
Yeah, its 100% ChatEx
Let's pray it's open source so we can take a look
yeah; im uploading a video of the behavior now
It is, woo https://github.com/TheJeterLP/ChatEx
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
kash now gets to feel my pain of paperclip build times
@daring moat sure
$AdventureDebug$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
Aha, I see the issue. Thanks
no worries
Will get the fixed here, moment
building now
Adventure support test build #3.
@sharp patio ^ mind testing that?
\o/
Kash with the quick fixes
Woo :)
If you've got a GitHub account, mind commenting on the PR (https://github.com/PaperMC/Paper/pull/4842) saying it works with those plugins?
woo
so what r the changes required to implement adventure? Is anything being replaced or is it just stuff like sendMessage
I donโt think there are breaking changes right? Just a bunch of new deprecated methods
Adventure support test build #4.
Wasnโt the point of this to have the gh action auto build it?
Or rather โoneโ of the benefits
# 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.```
why was i pinged twice
?
@plucky harness because you opted into the notifications
Which shader is this?
Wierd it is what i have, mine doesn't look like that..
Weird...
Med, high, extreme?
Ay no worries man; did you have the high version before
Lmao well imo medium is hype, has great perf too
Yeah I'll grab that one aswell ^^
Sounds good g
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
should do, such is on the component API which works the same everywhere
Everywhere you can have Components, translation Components should just work
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
Adventure support test build #5.
@daring moat bet bet
cheers!
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
Paste the log: https://paste.gg/
A sensible, modern pastebin. Share text and source code snippets with no hassle.
outdated minimessage/adventure in that plugin; unrelated to what I've done here
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?
is there any way for me to "test" protocollib other than just testing the plugins that have listeners from it?
No
๐
Check pins for current test build
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
looks like they're relocating net.kyori.adventure.text only and not net.kyori.adventure like they should
Adventure test build #6.
<@&748640620771278999> Another ping to ensure the latest build ^ gets testing.
thank you kashike, very cool!
Awesome thanks! ๐

no but that would be epic
Check PR linked in pin :)
Linked in pin...
?
ยฟ
Pins..
?
What is adventure?
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
This "adventure" have commands?
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.
RUS: ||ะบะฐะบ ะผะฝะต ะตะณะพ ัะตััะธัะพะฒะฐัั ัะพะณะดะฐ? ั ั
ะพัั ะฟะพะผะพัั||
ENG: how should I test it then? I want to help
RUS: ||ั
ะพัั ะพัะปะฐะดะพัะฝะพะน ะธะฝัะพัะผะฐัะธะตะน ะฟะพะผะพัั||
ENG: at least help with debugging information
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
RUS: ||ะบะฐะบะพะน ะฟะปะฐะณะธะฝ ะดะปั ัะฐัะฐ ะฟะพัะพะฒะตััะตัะต?||
ENG: which chat plugin would you recommend?
the idea is that you test it on your current server setup
We just wanna know if it works
RUS: ||ะบะฐะบ ะฒะบะปััะธัั debug it?||
ENG: how to enable debug it?
okay
it either works or it doesn't
RUS: ||ะณะดะต ะฒะทััั ะฟะพัะปะตะดะฝะธะน ัะตะปะธะท ะฝะฐ ัะตะบััะธะน ะผะพะผะตะฝั?||
ENG: where to get the latest release at the moment?
Pins
Please don't use it
RUS: ||ะบะฐะบ ะฟะพะฝััั ััะพ adventure ัะฐะฑะพัะฐะตั? ััะพ ะดะพะปะถะณะฝะพ ะฟัะพัะฒะปััััั||
ENG: how to understand that adventure works? what should be shown
Once again, please do not use it
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
RUS: ||ะดะฐ ััะพ ะฟะตัะตะฒะพะดัะธะบ-ะผะพะด ะฝะพ ั ะตะณะพ ะดะพัะฐะฑะพัะฐะป ะฟะพัะพะผั ััะพ ะพัะธะณะธะฝะฐะป ะฟะตัะตะฒะพะดะธั ะตัะต ั
ัะถะต ัะตะผ ัะฐะบ ะบะฐะบ ะฒั ะฒะธะดะธัะต ััะพ ัะพะพะฑัะตะฝะธะต||
ENG: yes it is a translator mod but I modified it because the original translates even worse than as you see this message
well it looks pretty slick anyway
RUS: ||ะผะฝะต ะผะพะถะฝะพ ะฟะพะปัะทะพะฒะฐัััั ัะฐะบะธะผ ะฟะตัะตะฒะพะดัะธะบะพะผ? ะธะปะธ ะฟัะพัะธะฒะฝะพ ัะฐะบะพะน ะฒะธะด?||
ENG: can I use such a translator? or disgusting this kind?
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
Rus might be what they're natively speaking
ะะตะทะฝะฐะผ ัััะบะธ ะฐะปะธ ะธะทะณะปะตะดะฐ ะดะพะฑัะฐะฝะพ!
It do be lookin hella fine
ะงัะพ? ะญัะพ ะฝะต ััััะบะธะน!!!
ะะธะบะฐะด ะณะฐ ะฝะธัะฐะผ ััะธะพ :(
ะฐ ะทัั
Keep it to english please
ok sorry
Is it possible to use API with latest Adventure changes from maven or i need to build it to local?
java -Dpaperclip.install=true -jar paperclip.jar
thatll install it to your local repo
yes it does
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
Adventure test build #7.
@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!
nice
woot

๐
What are the changes lol
Well if you arent gonna write plugins that use the new api, testing then falls to making sure itโs not breaking the functionality of anything
why should we migrate to new adventure api?
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
Check pins to find the current test build please
Anyone running into any issues with test build #7?
build 7 is latest, yeah? ill give er a run tomorrow
Adventure test build #8.
what does this test build hope to fix?
someone can just send me the link of the pr
pins...
pins
Literally second pinned message has the link...
oops sorry
it fixes the lack of having adventure built into paper
lol
What does adventure have that the bungee chatcomponents dont? Or why feature/adventure being made?
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)
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 ๐
can I use minimessage with spigot or nah?
thats what adenture solves
in theory yes konsolas. since adventure can be used "manually" via adventure-platform, which has spigot support
i see
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
How will the api work with this new system? Will there be 3 methods now? setDisplayName(String) setDisplayNameComponent(bungee.ChatComponent) and setDisplayNameAdventure(adventure.something)
I suspect you'll have to convert things into chatcomponents to pass to spigot
its just Player#displayName(adventure)
oooo
once adventure support is merged
will old plugins be converted using commodore or something or will they just not work anymore
they will continue to work, old apis are just deprecated for now
that's actually left there intentional for the luls to see how many people see it lol
lul
Lol
LOl
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 ๐คฆ
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
where can I find the new api that includes adventure? and also where can I find the docs?
Adventure is not merged yet asfaik. But there should be a test build pinned in this channel and you can find the adventure docs here: https://docs.adventure.kyori.net/index.html
so I would need to include the whole paper jar to test adventure?
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
ah okay, thanks for the info ^^
Runtime (included) dependency versus compiled dependency
Where can i find the download for paper mc, it is not on the website..
?
https://papermc.io/downloads - cannot find it here
ok thank you, now it works!
Check pins!
Where do I find the build tools from paper
oh sorry
thx
?ban @wary knot "funny" words spam
NotLLukazzz#7722 was banned | "funny" words spam
Literal fun police
im assuming it wasnt all that fun, dare i check
nvm thought this was hangar so i cant check
"Forbidden" words a 12 year old says to annoy their parents
Yeah it was just some "bad" words without any context
I checked the channels in that exact moment. How lucky I am.
And didn't ping @ mods, smh
Well, i didn't really know if i should ping :/
Some discords react allergic to that, but now I know better ๐
Was literally up two minutes and it's not like it was hatespeech
If you see somebody break the rules, ping @ mods
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
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
Fair enough
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
Just a small info: The Topic has a typo... ๐
It was a social experument
How to get test builds
topic also says to be on topic :) jk lol
also , "A"?
where can i find papermc 1.12.2?
Is there papermc forge 1.12.2?
No, and wrong channel.
Just trolling at this point
seems to be a convo in paper dev i dont want to interrupt, but whats the reason for this change? https://github.com/PaperMC/Paper/pull/5289/files#diff-419ed384b60376824f16761bc25564700e19c5d16023a2f6a565398541c1c75d. breaks all my events in my core that extend PlayerEvent
ahhh, didnt see that.. thanks
(totally fell for that too when I reviewed it)
To anyone having issues with chat/signs, please give this build a try for me: https://drive.google.com/file/d/184-xZmgv3EWhwmPM1Rv0kuUOHZoLVMt5/view?usp=sharing
@junior vale know you were having issues with this yesterday ^^
/cc @lone shale @young pawn @crimson steeple @jaunty skiff since you guys have seen stuff too, might be able to test against some plugins
fixes bugs with essx
||I have indeed seen things you wouldn't believe||
does this add support for the color bold?
I have no idea how, but I read this as:
does this add support for the color blind?
Too late, myself and 2 other players already went around and replaced the ~200-300 signs by hand yesterday, not much I can do for testing
/cc
google vroom vroom
Is there a place I can get a PaperMC build for 21w06a and the like?
no
any particular reason why? just curious. not familiar with how fast the paper team is with snapshots (if at all)
there is no snapshots for bukkit/spigot/paper
paper relies on Spigot to update and they do not support snapshots
ah, gotcha, thanks.
snapshots once hardfork???
"yes"
right, cat, you volunteered to grind every snapshot out once the hardfork happens ๐
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
Woah still cool though
Prob just push the later stable ones for random testing
just had somebody I do stuff for throw that test build on their server and appears to work
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
- Do not randomly ping people
- Update that plugin
might not fix it but that line doesn't match up to anything in the source
The plugin has been updated to the latest version. The error appeared after the Paper update
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
I have the latest version of BS installed
you need the dev build
Thanks



adventure in paper???
