
VillageAI
Intelligent village defense system. Villages centered on bells automatically detect nearby villagers. Friendly players gain reputation by trading. Hostile players lose reputation by attacking villagers. When hostile players are nearby reputation drops belo
Список изменений
[3.3.2] — 2025-06-01
Bug Fixes
🔴 Critical — TradeService did not transfer items (TradeService.java)
executeTrade() validated the player's inventory correctly but never actually
removed items or gave emeralds. Any code path that relied solely on
TradeService.executeTrade() would pass validation and update supply/demand in
the backend while leaving the player's inventory completely untouched — effectively
a free trade. The fix moves all item-exchange logic (removeItems, giveEmeralds,
giveItems) inside executeTrade() so the operation is atomic and consistent
regardless of call site.
🔴 Critical — Double-spend via rapid double-click in trade GUI (TradeGui.java)
A player could click the same offer slot twice before buildGui() finished
rebuilding the inventory, causing executeTrade() to execute twice on the same
offer. This deducted items and awarded emeralds twice per click pair. Fixed by
adding a static ConcurrentHashMap-backed processingTrade set that acts as a
per-player mutex: the second click is a no-op until the first transaction completes
and releases the lock in the finally block.
🟡 Medium — IllegalArgumentException on cross-world distance check (VillageManager.java)
getNearestVillage() called Location.distanceSquared() between the query
location and every village centre without checking that both locations share the
same world. On multi-world servers (Nether, End, custom dimensions) this threw
IllegalArgumentException: Cannot measure distance between worlds X and Y,
causing a stacktrace every time a player in a non-Overworld dimension triggered
a nearest-village lookup. Fixed with an explicit World.equals() guard before
the distance call. Also added a 512-block soft cap so the method never returns
a village thousands of blocks away.
🟡 Medium — Unbounded tradeHistory memory leak (VillageEconomy.java)
tradeHistory (CopyOnWriteArrayList) was appended to on every trade but never
trimmed or persisted across restarts. On busy servers running for weeks without
a restart, this list would grow indefinitely and waste heap space. Fixed by
capping the list at MAX_HISTORY_SIZE = 500 entries; older entries are removed
(FIFO) as new ones are added.
🟡 Medium — Quest duplicates on 24-hour generation tick (Village.java)
generateNewQuests() called activeQuests.addAll() with the freshly generated
list without checking for existing quests with the same title. If the 24-hour
timer fired while an identical quest was still active, the same quest appeared
twice in the village's active list. Fixed by collecting existing active titles
into a Set<String> and filtering the new list before insertion.
🟠 Performance — O(n) village scan on every entity death during raids (VillageListener.java, RaidManager.java)
onEntityDeath() iterated over every village, called isRaiding(), fetched the
session, and then did a Set.contains() on spawnedMobs — O(villages × mobs)
on a hot event handler. Fixed by adding a mobToSession reverse-lookup map in
RaidManager (ConcurrentHashMap<UUID, RaidSession>). The map is populated
when a mob spawns and cleaned up on mob death or raid cancellation.
onEntityDeath() now resolves the owning session in O(1) with a single map lookup.
🟠 Performance — closeAllDoors() rescanned up to 4 913 blocks on every nightfall (Village.java)
The night-door-close path scanned a (2r+1)³ block cube around the village centre
every time the world clock crossed 12 300 ticks. It now reuses cachedDoorLocations,
the same cache that stage1() keeps warm (10-second TTL). If the cache is cold on
the very first night (before any alert has ever fired) the method populates it inline,
making subsequent night cycles O(doors) instead of O(r³).
