* Stop threads and subscribers that outlive a plugin disable
The WorldEdit subscriber, the cache sweeper thread, per-click inspector threads and the bStats scheduler all kept running after CoreProtect was disabled, and the Folia shutdown checkpoint could wait 30 seconds on tasks that never run. Shutdown now unregisters and stops each of them, inspector lookups use a small named pool, and the checkpoint waits 5 seconds.
* Recreate inspector executor on enable and account for shutdown leftovers
The inspector executor was a static final that stayed shut down after a disable, so a same-instance enable could never run another lookup. It is now created on each enable. At shutdown, lookups still queued after the drain window release their throttle slot, since shutdownNow() returns them without running their finally block, and running lookups that survive the interrupt are logged by thread and player after a bounded wait. The Folia checkpoint timeout change is reverted to keep this change to thread cleanup.
* Apply Folia inventory rollbacks on each player's scheduler
Inventory rollbacks run in the region that owns chunk 0,0 and changed every player's inventory from there, which Folia does not allow. On Folia the rows are now grouped per player and applied on that player's entity scheduler, the batch waits for those tasks, and the rollback counters are updated atomically. Paper and Spigot are unchanged.
* Run Folia inventory tasks as mutations of the rollback context
The per-player inventory tasks now go through the rollback's entity context. A task checks for cancellation before it changes anything, runs as an active mutation so cleanup waits for it to finish, and adds its item count to that context instead of the shared counter for the sender, so a late task cannot change a rollback that already ended or a newer one from the same sender. The counter helpers go back to their upstream form since player tasks no longer write to them.
* Read bisected halves through the WorldEdit edit, not the live world
When an edit removes a door or tall plant, the other half was read from the live world on the edit thread, which does not own the chunk and can see blocks the edit already changed. The half is now read through the edit extent, or the FAWE processor's chunk arrays, and carried on WorldEditBlockState. The type list Queue checked inline moves to BlockGroup.LOGGED_BY_LOWER_HALF so both sides use the same one.
* Capture the other bisected half before the WorldEdit change applies
CoreProtect's extent sits at BEFORE_CHANGE, below WorldEdit's batching, so its reads reach the live world, and both the lower half and the removed partner were read after setBlock(). Read the other half before setBlock() instead, and only use it when it is the same material with the opposite half, so an unrelated block next to a removed half is no longer logged from block data alone. A door or tall flower is already logged by its lower half, so its partner no longer gets a second, duplicate row. The FAWE lower half is validated the same way.
* Make /co reload swap world configs and leave block groups alone
The per-world config map was a plain HashMap that getConfig wrote into on a miss, and reload cleared it before refilling, so a listener hitting that window could leave a world on the global config until the next reload. The map is now concurrent and read-only for listeners, and reload swaps new configs in without a gap. Reload also stops rebuilding the version adapters and block groups, which only depend on the server version, while listeners read them.
* Rebuild adapters and block groups on /co reload again
Several block groups are filled from datapack tags (buttons, pressure
plates, doors, saplings, flowers, carpets, logs and more), so they are
not fixed by the server version. Running the adapters and
BlockGroup.initialize() only at startup would leave those groups stale
after a datapack reload until the server restarts. Restore the previous
behaviour and keep this change to the world config map.
* Fix races on the pending item transaction lists
Item listeners appended to the shared per-player lists with get, add and put while the consumer read and then cleared them, so items could be logged twice or not at all, and the anvil path replaced pending items outright. Listeners now append inside ConcurrentHashMap.compute and the consumer takes each list with remove. The prepared copy is kept for every database type so a retried relational batch still writes its rows.
* Close discard and clone-failure gaps in pending item transactions
Listeners now append their item and register its generation in one
Queue.addPendingItems call that holds the Queue lock, the same lock
ItemTransactionProcess.discard takes, so discard can no longer clear an
item whose transaction has not been queued yet. ItemLogger.prepare now
only detaches the pending lists; cloning and merging move into
PreparedTransaction.log, which runs after the prepared transaction is
stored for the batch, so a cloning failure leaves the detached items
available to the retried transaction.
* Restore paintings and item frames on Folia without teleporting
Rollback spawns a painting or item frame and then teleports it into place, but Folia always throws from Entity#teleport, so paintings are lost and frames never get their recorded facing or item. On Folia the entity is now spawned directly at its recorded block with its facing, art or item set in the pre-spawn consumer. Paper and Spigot are unchanged.
* Spawn Folia hangings through the adapter on 1.19.4 and 1.20.1
Compiling against the current API binds World#spawn(Location, Class,
Consumer) to the java.util.function.Consumer overload, which only exists
from Bukkit 1.20.2. Folia 1.19.4 and 1.20.1 only have the
org.bukkit.util.Consumer overload, so restoring a painting or item frame
there threw NoSuchMethodError. The spawn now goes through
BukkitAdapter.spawn, which calls the java.util.function.Consumer overload
when World has it and otherwise invokes the org.bukkit.util.Consumer
overload by reflection.
* Log armor stand breaks from the retired callback on Folia
When an armor stand dies from non-player damage, the break and its equipment are logged from a task on the stand's scheduler. On Folia the stand is removed in the same tick, so the task is retired instead of run and nothing is logged. The same runnable is now passed as the retired callback, so exactly one of them logs the break.
* Log armor stand breaks from EntityDeathEvent instead of isDead
The damage listeners now only capture the attacker and the stand's
contents, and EntityDeathEvent logs the break when the stand actually
dies. The scheduled task and Folia's retired callback just discard a
capture that was never used, so a stand that survived the hit and was
unloaded or otherwise removed before the callback ran no longer
produces break and container rows, and the retired callback never
touches the world.
* Materialize the MySQL sign text filter as a derived table
MySQL cannot semi-join the rowid IN (UNION ...) subquery the sign text filter builds, so it runs it as a dependent subquery, re-probing all eight branches for every candidate row and never using the line_N prefix indexes. Wrapping the union in a derived table lets MySQL materialize it once through those indexes. Other databases build the same query as before.
* Inline the MySQL sign text filter so restricted lookups stay indexed
The derived table materialized every sign row matching the text across the whole table before the location, time and user restrictions were applied, so a common prefix at one sign location scanned the full table. MySQL now gets the same inline line predicates DuckDB already uses: restricted lookups filter the rows found through the wid, time or user index, and unrestricted lookups still reach the line prefix indexes through an index merge.
* Split the sign filter comment into two sentences