[Bug]: Mob spawning in mob-spawn=false zones after server restart #63

Description

@derrickmehaffy

Plugin Version

0.9.0

Operating System

Linux (Debian/Ubuntu)

Bug Description

Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

Root cause — initialization race condition:

In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

Key files:

  • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
  • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
  • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

Steps to Reproduce

  1. Create a faction zone with mob-spawn = false
  2. Verify mobs are blocked from spawning in the zone
  3. Restart the server
  4. Observe mobs spawning in the zone that should block them

Expected Behavior

Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

Activity

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
       blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

      Description

      @derrickmehaffy

      Plugin Version

      0.9.0

      Operating System

      Linux (Debian/Ubuntu)

      Bug Description

      Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

      Root cause — initialization race condition:

      In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

      The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

      Key files:

      • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
      • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
      • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

      Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

      Steps to Reproduce

      1. Create a faction zone with mob-spawn = false
      2. Verify mobs are blocked from spawning in the zone
      3. Restart the server
      4. Observe mobs spawning in the zone that should block them

      Expected Behavior

      Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

      Activity

      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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      No one assigned

        Labels

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
          Skip to content

          [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

          Description

          @derrickmehaffy

          Plugin Version

          0.9.0

          Operating System

          Linux (Debian/Ubuntu)

          Bug Description

          Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

          Root cause — initialization race condition:

          In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

          The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

          Key files:

          • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
          • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
          • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

          Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

          Steps to Reproduce

          1. Create a faction zone with mob-spawn = false
          2. Verify mobs are blocked from spawning in the zone
          3. Restart the server
          4. Observe mobs spawning in the zone that should block them

          Expected Behavior

          Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

          Activity

          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            Type

            No type

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

              Description

              @derrickmehaffy

              Plugin Version

              0.9.0

              Operating System

              Linux (Debian/Ubuntu)

              Bug Description

              Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

              Root cause — initialization race condition:

              In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

              The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

              Key files:

              • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
              • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
              • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

              Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

              Steps to Reproduce

              1. Create a faction zone with mob-spawn = false
              2. Verify mobs are blocked from spawning in the zone
              3. Restart the server
              4. Observe mobs spawning in the zone that should block them

              Expected Behavior

              Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

              Activity

              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                Type

                No type

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions

                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

                  Description

                  @derrickmehaffy

                  Plugin Version

                  0.9.0

                  Operating System

                  Linux (Debian/Ubuntu)

                  Bug Description

                  Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

                  Root cause — initialization race condition:

                  In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

                  The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

                  Key files:

                  • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
                  • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
                  • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

                  Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

                  Steps to Reproduce

                  1. Create a faction zone with mob-spawn = false
                  2. Verify mobs are blocked from spawning in the zone
                  3. Restart the server
                  4. Observe mobs spawning in the zone that should block them

                  Expected Behavior

                  Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

                  Activity

                  Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                  Metadata

                  Metadata

                  Assignees

                  No one assigned

                    Labels

                    Type

                    No type

                    Projects

                    No projects

                      Milestone

                      No milestone

                      Relationships

                      None yet

                      Development

                      No branches or pull requests

                      Issue actions

                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

                      Description

                      @derrickmehaffy

                      Plugin Version

                      0.9.0

                      Operating System

                      Linux (Debian/Ubuntu)

                      Bug Description

                      Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

                      Root cause — initialization race condition:

                      In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

                      The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

                      Key files:

                      • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
                      • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
                      • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

                      Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

                      Steps to Reproduce

                      1. Create a faction zone with mob-spawn = false
                      2. Verify mobs are blocked from spawning in the zone
                      3. Restart the server
                      4. Observe mobs spawning in the zone that should block them

                      Expected Behavior

                      Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

                      Activity

                      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                      Metadata

                      Metadata

                      Assignees

                      No one assigned

                        Labels

                        Type

                        No type

                        Projects

                        No projects

                          Milestone

                          No milestone

                          Relationships

                          None yet

                          Development

                          No branches or pull requests

                          Issue actions

                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

                          Description

                          @derrickmehaffy

                          Plugin Version

                          0.9.0

                          Operating System

                          Linux (Debian/Ubuntu)

                          Bug Description

                          Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

                          Root cause — initialization race condition:

                          In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

                          The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

                          Key files:

                          • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
                          • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
                          • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

                          Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

                          Steps to Reproduce

                          1. Create a faction zone with mob-spawn = false
                          2. Verify mobs are blocked from spawning in the zone
                          3. Restart the server
                          4. Observe mobs spawning in the zone that should block them

                          Expected Behavior

                          Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

                          Activity

                          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                          Metadata

                          Metadata

                          Assignees

                          No one assigned

                            Labels

                            Type

                            No type

                            Projects

                            No projects

                              Milestone

                              No milestone

                              Relationships

                              None yet

                              Development

                              No branches or pull requests

                              Issue actions

                              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                              Skip to content

                              [Bug]: Mob spawning in mob-spawn=false zones after server restart #63

                              Description

                              @derrickmehaffy

                              Plugin Version

                              0.9.0

                              Operating System

                              Linux (Debian/Ubuntu)

                              Bug Description

                              Faction zones configured with mob-spawn = false correctly block mob spawning during the session, but after a server restart mobs spawn freely in these zones until a zone modification triggers reapplication.

                              Root cause — initialization race condition:

                              In WorldSetup.java:103-118, initializeSpawnSuppression() calls applySpawnSuppressionToAllWorlds()synchronously and immediately. However, ZoneManager.loadAll() (lines 138-181) loads zones asynchronously via CompletableFuture. At the time spawn suppression is applied, zoneManager.getAllZones() returns an empty collection because zones haven't finished loading yet.

                              The zone change callback (WorldSetup.java:109-114) IS wired to re-trigger suppression when zones are modified, which is why it works during a session. But on startup, the initial zone load completion doesn't trigger this callback — only explicit modifications do.

                              Key files:

                              • WorldSetup.java (lines 103-118 — calls applySpawnSuppressionToAllWorlds() before zones load)
                              • SpawnSuppressionManager.java (lines 127-189 — applyToWorld() iterates zoneManager.getAllZones())
                              • ZoneManager.java (lines 138-181 — async loadAll() via CompletableFuture)

                              Suggested fix: Chain spawn suppression application to the zone loading CompletableFuture completion, or re-apply spawn suppression after zones finish loading.

                              Steps to Reproduce

                              1. Create a faction zone with mob-spawn = false
                              2. Verify mobs are blocked from spawning in the zone
                              3. Restart the server
                              4. Observe mobs spawning in the zone that should block them

                              Expected Behavior

                              Zone-level mob spawn restrictions should be enforced immediately after server restart, regardless of async zone loading order.

                              Activity

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