Paper.yml:
Anti-xray:
enabled: true
engine-mode: 1
陌 use the paper-480 version.
bad.,,
check this img for anti-xray..
paper.yml
Your issue is incomplete, at least tell us what plugins you鈥檙e using.
plugin list
Your issue is incomplete, at least tell us what plugins you鈥檙e using.
FYI anti X-ray works in the picture, it's just on engine-mode: 1. Change it to 2 to make it obfuscate everything.
Please try to make a test copy of your server either locally or elsewhere, and test without plugins, without protocol related plugins, etc. see if you can narrow it down to a certain set or interaction.
We are not going to be going through 60 plugins troubleshooting this issue
FYI anti X-ray works in the picture, it's just on
engine-mode: 1. Change it to 2 to make it obfuscate everything.
this a soo laggy mean, i don't like this engine mode 2 t.y i tray mode 1...
Each mode has its own compromises. If you feel you can improve either mode, feel free to PR your improvements.
Please try to make a test copy of your server either locally or elsewhere, and test without plugins, without protocol related plugins, etc. see if you can narrow it down to a certain set or interaction.
We are not going to be going through 60 plugins troubleshooting this issue
oke...
check img - http://prntscr.com/lv2v4h
check plugin list - http://prntscr.com/lv2vh6
How can I make all of the blocks invisible? Diamond ore, emerald ore...
Chest is not invisible
If you're expecting all the bells and whistles, the built-in system is not suitable for your needs, the built-in anti x-ray system is designed as a lightweight alternative to more fully-fledged plugins
Chests are tile entities, not blocks, hence hiding them is more complex than just a standard block
Hiding blocks which are out of line of sight of the player but exposed to air will not be obfuscated, the alternative would be that we'd need to check every surface to see if a player can see them, which is not a simple job and is hardly amazing for performance
Would you please also write single messages instead of spamming the issue tracker with comments, we'd rather not have our email inboxes flooded
I鈥檒l write it out in plain English.
Here鈥檚 the issue that we鈥檙e facing. When we leave it on Engine 1 it hides about 75% of the items, but the ones exposed to caves, block gaps, etc are exposed to xrayers. This is easy to do because the check only needs to be made once then it can be cached. If you add line-of-sight that requires it to constantly be checking if the player can see the items. That鈥檚 causes lag. If you want that, get this plugin and disable Paper鈥檚 anti-X-ray (they鈥檙e incompatible): https://www.spigotmc.org/resources/orebfuscator.22818/ . Engine 2, however, is great for hiding ores. Hypixel uses this system for the UHC, I discovered it when I glitched out during a round. The issue with this is it causes FPS lag when all the blocks are updated. At a higher radius, there鈥檚 more lag. At a lower radius, you have a higher chance of seeing phantom ores. My proposal is simple, add a configurable delay for updating the blocks at 3-4+ radius so the clients don鈥檛 have to handle all the updates at once. At 1-2 blocks I鈥檇 leave it at the normal system to prevent phantom ores. Ideally there鈥檇 be configuration for all of this. Honestly this isn鈥檛 too important, but it would be helpful. I鈥檝e gotten complaints of FPS dropping 25% or more on lower end PCs while mining.
Same or similar issue.
See image for screenshot and config: https://i.imgur.com/EilJDDk.png
Any idea? The client I used was Aristois 1.13.2.
@MrAmos123 The ores which you can see in your screenshots are ores which are either at chunk edges or above 64 blocks or exposed in caves. You can also hide those ores except for the third case.
The config option chunk-edge-mode controls the handling of the chunk edges. Please try chunk-edge-mode: 2 or 3. With max-chunk-section-index you can also configure the maximum height to which ores should be hidden. Please take a look at the PaperDocs https://paper.readthedocs.io/en/stable/server/configuration.html#anti-xray
@successed This might also solve your problem.
I updated to latest build, just wondering if this is related...
Note, this didn't happen with any older builds. I'm also unsure how I triggered it...
@zachbr @stonar96 (Apologies for pinging, I'm unsure how else you'd see this.)
[00:49:34 ERROR]: --- DO NOT REPORT THIS TO PAPER - THIS IS NOT A BUG OR A CRASH - git-Paper-500 (MC: 1.13.2) ---
[00:49:34 ERROR]: The server has not responded for 10 seconds! Creating thread dump
[00:49:34 ERROR]: ------------------------------
[00:49:34 ERROR]: Server thread dump (Look for plugins here before reporting to Paper!):
[00:49:34 ERROR]: ------------------------------
[00:49:34 ERROR]: Current Thread: Server thread
[00:49:34 ERROR]: PID: 24 | Suspended: false | Native: false | State: TIMED_WAITING
[00:49:34 ERROR]: Stack:
[00:49:34 ERROR]: java.lang.Object.wait(Native Method)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PaperAsyncChunkProvider.requestChunk(PaperAsyncChunkProvider.java:211)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PaperAsyncChunkProvider.loadOrGenerateChunk(PaperAsyncChunkProvider.java:154)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PaperAsyncChunkProvider.getChunkAt(PaperAsyncChunkProvider.java:150)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:110)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PaperAsyncChunkProvider.getChunkAt(PaperAsyncChunkProvider.java:136)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.World.getChunkAt(World.java:384)
[00:49:34 ERROR]: com.destroystokyo.paper.antixray.ChunkPacketBlockControllerAntiXray.onChunkPacketCreate(ChunkPacketBlockControllerAntiXray.java:164)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerChunk.b(PlayerChunk.java:158)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerChunkMap.c(PlayerChunkMap.java:226)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerChunkMap.movePlayer(PlayerChunkMap.java:362)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerList.updateChunks(PlayerList.java:417)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerConnection.a(PlayerConnection.java:485)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PacketPlayInTeleportAccept.a(SourceFile:31)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PacketPlayInTeleportAccept.a(SourceFile:8)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerConnectionUtils.lambda$ensureMainThread$0(PlayerConnectionUtils.java:13)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.PlayerConnectionUtils$$Lambda$2217/1013604190.run(Unknown Source)
[00:49:34 ERROR]: java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
[00:49:34 ERROR]: java.util.concurrent.FutureTask.run(FutureTask.java:266)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.SystemUtils.a(SystemUtils.java:108)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.MinecraftServer.b(MinecraftServer.java:1011)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.DedicatedServer.b(DedicatedServer.java:439)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.MinecraftServer.a(MinecraftServer.java:938)
[00:49:34 ERROR]: net.minecraft.server.v1_13_R2.MinecraftServer.run(MinecraftServer.java:836)
[00:49:34 ERROR]: java.lang.Thread.run(Thread.java:748)
[00:49:34 ERROR]: ------------------------------
[00:49:34 ERROR]: --- DO NOT REPORT THIS TO PAPER - THIS IS NOT A BUG OR A CRASH ---
[00:49:34 ERROR]: ------------------------------
@MrAmos123 Yes looks like there is a problem. I have found out that this occurs first at Build 311 (https://github.com/PaperMC/Paper/commit/08bb5b49d25c7376c937bf790ef028d5de3fde41) with chunk-edge-mode: 3. Build 310 works fine. I am not very familiar with the async chunk api. @zachbr @aikar can you take a look at this?
@MrAmos123 If you鈥檙e seeing that consistently please try using chunk-edge-mode: 2 instead.
The async apis may still not be forgiving enough for this added loaded on servers, we will have to monitor the situation. I also know there were other tweaks being considered for the async system but I鈥檓 not aware of the state of them or if they鈥檙e applicable to this case.
@stonar96 I am not entirely familiar with that change specifically but will try and look into it more tomorrow afternoon.
Most helpful comment
If you're expecting all the bells and whistles, the built-in system is not suitable for your needs, the built-in anti x-ray system is designed as a lightweight alternative to more fully-fledged plugins
Chests are tile entities, not blocks, hence hiding them is more complex than just a standard block
Hiding blocks which are out of line of sight of the player but exposed to air will not be obfuscated, the alternative would be that we'd need to check every surface to see if a player can see them, which is not a simple job and is hardly amazing for performance
Would you please also write single messages instead of spamming the issue tracker with comments, we'd rather not have our email inboxes flooded