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Merge remote-tracking branch 'origin/stable' into minor-next
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commit
4c60e82110
@ -1 +1 @@
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Subproject commit a464454d1ed946baabd32a02ddcf66361374b99c
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Subproject commit 9d8807be825b3fafd420534f2c29351c1bda6398
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@ -77,4 +77,16 @@ Released 25th March 2023.
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- Packet batch limit has been lowered to `100` packets. With the introduction of `ItemStackRequest`, this is more than sufficient for normal gameplay.
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### Other
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- Use `Vector3::zero()` instead of `new Vector3()` in some places.
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- Use `Vector3::zero()` instead of `new Vector3()` in some places.
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# 4.18.1
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Released 27th March 2023.
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## General
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- `RakLibInterface` now logs the name of the currently active session if a crash occurs when processing a packet. This makes it easier to reproduce bugs, which is important to be able to fix them.
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- Added more detailed debugging information to `InventoryManager->syncSelectedHotbarSlot()`.
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## Fixes
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- Fixed server crash when attempting to drop more of an item from a stack than available in the inventory.
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- Fixed packet processing errors when editing writable books.
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- Fixed packet processing errors when shift-clicking on the recipe book to craft recipes which draw from a large number of inventory slots.
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@ -31,7 +31,7 @@ use function str_repeat;
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final class VersionInfo{
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public const NAME = "PocketMine-MP";
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public const BASE_VERSION = "4.18.1";
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public const BASE_VERSION = "4.18.2";
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public const IS_DEVELOPMENT_BUILD = true;
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public const BUILD_CHANNEL = "stable";
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@ -576,9 +576,13 @@ class InventoryManager{
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$playerInventory = $this->player->getInventory();
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$selected = $playerInventory->getHeldItemIndex();
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if($selected !== $this->clientSelectedHotbarSlot){
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$itemStackInfo = $this->getItemStackInfo($playerInventory, $selected);
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$inventoryEntry = $this->inventories[spl_object_id($playerInventory)] ?? null;
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if($inventoryEntry === null){
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throw new AssumptionFailedError("Player inventory should always be tracked");
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}
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$itemStackInfo = $inventoryEntry->itemStackInfos[$selected] ?? null;
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if($itemStackInfo === null){
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throw new AssumptionFailedError("Player inventory slots should always be tracked");
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throw new AssumptionFailedError("Untracked player inventory slot $selected");
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}
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$this->session->sendDataPacket(MobEquipmentPacket::create(
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@ -377,13 +377,21 @@ class InGamePacketHandler extends PacketHandler{
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}
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private function handleNormalTransaction(NormalTransactionData $data, int $itemStackRequestId) : bool{
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//When the ItemStackRequest system is used, this transaction type is only used for dropping items by pressing Q.
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//When the ItemStackRequest system is used, this transaction type is used for dropping items by pressing Q.
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//I don't know why they don't just use ItemStackRequest for that too, which already supports dropping items by
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//clicking them outside an open inventory menu, but for now it is what it is.
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//Fortunately, this means we can be extremely strict about the validation criteria.
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//Fortunately, this means we can be much stricter about the validation criteria.
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if(count($data->getActions()) > 2){
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throw new PacketHandlingException("Expected exactly 2 actions for dropping an item");
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$actionCount = count($data->getActions());
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if($actionCount > 2){
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if($actionCount > 5){
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throw new PacketHandlingException("Too many actions ($actionCount) in normal inventory transaction");
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}
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//Due to a bug in the game, this transaction type is still sent when a player edits a book. We don't need
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//these transactions for editing books, since we have BookEditPacket, so we can just ignore them.
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$this->session->getLogger()->debug("Ignoring normal inventory transaction with $actionCount actions (drop-item should have exactly 2 actions)");
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return false;
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}
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$sourceSlot = null;
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@ -401,11 +409,13 @@ class InGamePacketHandler extends PacketHandler{
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$sourceSlot = $networkInventoryAction->inventorySlot;
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$clientItemStack = $networkInventoryAction->oldItem->getItemStack();
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}else{
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throw new PacketHandlingException("Unexpected action type in drop item transaction");
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$this->session->getLogger()->debug("Unexpected inventory action type $networkInventoryAction->sourceType in drop item transaction");
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return false;
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}
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}
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if($sourceSlot === null || $clientItemStack === null || $droppedCount === null){
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throw new PacketHandlingException("Missing information in drop item transaction, need source slot, client item stack and dropped count");
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$this->session->getLogger()->debug("Missing information in drop item transaction, need source slot, client item stack and dropped count");
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return false;
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}
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$inventory = $this->player->getInventory();
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@ -415,6 +425,9 @@ class InGamePacketHandler extends PacketHandler{
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}
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$sourceSlotItem = $inventory->getItem($sourceSlot);
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if($sourceSlotItem->getCount() < $droppedCount){
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return false;
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}
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$serverItemStack = TypeConverter::getInstance()->coreItemStackToNet($sourceSlotItem);
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//because the client doesn't tell us the expected itemstack ID, we have to deep-compare our known
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//itemstack info with the one the client sent. This is costly, but we don't have any other option :(
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@ -545,8 +558,17 @@ class InGamePacketHandler extends PacketHandler{
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}
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private function handleSingleItemStackRequest(ItemStackRequest $request) : ItemStackResponse{
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if(count($request->getActions()) > 20){
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//TODO: we can probably lower this limit, but this will do for now
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if(count($request->getActions()) > 60){
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//recipe book auto crafting can affect all slots of the inventory when consuming inputs or producing outputs
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//this means there could be as many as 50 CraftingConsumeInput actions or Place (taking the result) actions
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//in a single request (there are certain ways items can be arranged which will result in the same stack
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//being taken from multiple times, but this is behaviour with a calculable limit)
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//this means there SHOULD be AT MOST 53 actions in a single request, but 60 is a nice round number.
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//n64Stacks = ?
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//n1Stacks = 45 - n64Stacks
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//nItemsRequiredFor1Craft = 9
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//nResults = floor((n1Stacks + (n64Stacks * 64)) / nItemsRequiredFor1Craft)
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//nTakeActionsTotal = floor(64 / nResults) + max(1, 64 % nResults) + ((nResults * nItemsRequiredFor1Craft) - (n64Stacks * 64))
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throw new PacketHandlingException("Too many actions in ItemStackRequest");
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}
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$executor = new ItemStackRequestExecutor($this->player, $this->inventoryManager, $request);
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@ -192,6 +192,7 @@ class RakLibInterface implements ServerEventListener, AdvancedNetworkInterface{
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$session = $this->sessions[$sessionId];
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$address = $session->getIp();
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$buf = substr($packet, 1);
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$name = $session->getDisplayName();
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try{
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$session->handleEncoded($buf);
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}catch(PacketHandlingException $e){
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@ -204,6 +205,10 @@ class RakLibInterface implements ServerEventListener, AdvancedNetworkInterface{
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$logger->debug(implode("\n", Utils::printableExceptionInfo($e)));
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$session->disconnect("Packet processing error (Error ID: $errorId)");
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$this->interface->blockAddress($address, 5);
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}catch(\Throwable $e){
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//record the name of the player who caused the crash, to make it easier to find the reproducing steps
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$this->server->getLogger()->emergency("Crash occurred while handling a packet from session: $name");
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throw $e;
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}
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}
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}
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