Commit Graph

263 Commits

Author SHA1 Message Date
Dylan K. Taylor
dcd203370b Player: make use of typed properties
readability significantly benefits from use of typed properties here.
2021-08-03 15:02:32 +01:00
Dylan K. Taylor
58498c2b0b Merge remote-tracking branch 'origin/stable' 2021-07-23 16:40:19 +01:00
Dylan K. Taylor
f3bd48e6cb Updated some more hardcoded translation key usages missed by 94e16f416d 2021-06-30 14:02:55 +01:00
Dylan K. Taylor
94e16f416d Added KnownTranslationKeys (generated) and start using it 2021-06-29 22:46:04 +01:00
Dylan K. Taylor
f02817bcd3 Player: fixed toString() on TranslationContainer exposed by previous commit
this code looks smelly...
2021-06-29 20:14:11 +01:00
Dylan K. Taylor
902ea515f7 Separate ID handling from GameMode
the aliases of 0,1,2,3 remain for user-interface level compatibility.
2021-06-27 20:32:35 +01:00
Dylan K. Taylor
db28358316 Player: Assume that usedChunks was cleared by the previous loop 2021-06-27 17:50:39 +01:00
Dylan K. Taylor
ede4d58394 Automatic permission calculation on PermissibleBase construction
thanks to the PermissibleInternal/PermissibleBase architectural change, there's no longer any concern regarding cyclic refs.
2021-06-26 22:15:22 +01:00
Dylan K. Taylor
bf7d69b69e Stop hardcoding permission names everywhere
using strings for permission names is nearly as shitty, but this is at least cross-referencable and statically analysable.
2021-06-26 19:14:51 +01:00
Dylan K. Taylor
0910054c41 NetworkSession: Fixed InventoryManager nullability disaster
fixes #4277
fixes #4275
fixes #3139
2021-06-26 17:44:42 +01:00
Dylan K. Taylor
4a5bdefe8b Player: Explicitly clear permission recalculation callbacks
this is necessary to get rid of the broadcast permission callbacks, which retain references to the Player itself, forming a cycle which would prevent PermissibleBase->__destruct() from cleaning up.
2021-06-26 17:18:17 +01:00
Dylan K. Taylor
85ee628a74 Player: remove sendPosition() from public API
plugins shouldn't be touching this for any reason now.
2021-06-21 20:08:43 +01:00
Dylan K. Taylor
60d80e173b Fixed player sounds not being broadcasted to the player itself
fixes #4259
fixes #4270
2021-06-21 20:03:32 +01:00
Dylan K. Taylor
981b0285d1 Isolate config casting nastiness in one place
this doesn't solve the underlying problem, but it does reduce the amount of noise made by PHPStan about it, as well as avoiding code litter.
2021-06-19 19:14:02 +01:00
Dylan K. Taylor
bfcf4a25d4 Automatic cleanup of permission subscriptions on PermissibleBase destructor calls
this has gotten too complex ...
2021-06-12 21:12:39 +01:00
Dylan K. Taylor
5a14c1cb89 Entity: don't rebuild metadata every tick unless an associated property changed
this should improve performance back to PM3 levels.
2021-05-17 20:05:52 +01:00
Dylan K. Taylor
42e915b902 Player: added locking variable to prevent reentry into respawn() while awaiting spawn terrain generation 2021-05-12 12:10:32 +01:00
Dylan K. Taylor
4a68e0219e shut 2021-05-11 19:29:30 +01:00
Dylan K. Taylor
ab0500ae4f Player: Fixed a multitude of bugs with respawning
the following things are changed:
- Player->getSpawn() no longer returns a safe spawn by default. Instead, if the player doesn't have a spawn set, it returns the world's stored spawn directly. This allows consistent behaviour of locating safe respawn positions without double calculation of safe spawn position, and also fixes crash issues during the login sequence if the player's spawn position referred to ungenerated terrain.
- Player->respawn() is now asynchronous, using the promise returned by orderChunkPopulation() to complete respawn after the terrain is generated. This allows consistently selecting a safe respawn position and fixes crashes when respawning if the spawn location was in ungenerated terrain.

There remains a problem that ragequit respawns are still only handled right after PlayerJoinEvent, which leads to the original spawn terrain being sent to the player, which is obviously very wasteful. However, that's a problem for a later commit.
2021-05-11 19:15:31 +01:00
Dylan K. Taylor
1533789f35 Player: fixed not subscribing to own inventory updates
fixes #4211
2021-05-09 19:36:36 +01:00
Dylan K. Taylor
652de2632a Rough OffHand implementation
this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
Dylan K. Taylor
845819123d Player: drop perm nulling
this is no longer necessary because the PermissibleBase doesn't keep a ref to the Player anymore.
2021-04-27 14:49:26 +01:00
Dylan K. Taylor
09a2402f01 Fixed precondition on double chunk send being useless
this is messy, but necessary for now.
2021-04-19 00:50:43 +01:00
Dylan K. Taylor
6d38922af0 Undo my -100IQ fuckup with chunk sending precondition
the commit I reverted put the preconditions in the completion handler,
which is executed AFTER THE CHUNK IS SENT.

Revert "NetworkSession: allow Player to handle its own business in chunk sending"

This reverts commit a223d1cbf3.
2021-04-19 00:36:13 +01:00
Dylan K. Taylor
35a3522b4e Player: fixed chunks getting spammed like crazy during generation
because of the shitty way that the chunk resending is handled, it causes all kinds of problems with the async system because of potential reversions of the state during the process.
2021-04-19 00:30:34 +01:00
Dylan K. Taylor
b4afa46fad Player: don't re-request chunks unless they've already been sent
if they've been requested, the ChunkCache will take care of rebuilding the chunk packet before sending it.
2021-04-18 23:53:34 +01:00
Dylan K. Taylor
cdeedbad8b Player: extract some entity spawning logic into a separate function 2021-03-26 22:51:56 +00:00
Dylan K. Taylor
de49a361c0 NetworkSession: Remove parameters from startUsingChunk() callback
these can easily be use()d into the closure (which also has slightly better performance, because no type checks - not that anyone will notice).
2021-03-26 22:45:36 +00:00
Dylan K. Taylor
a223d1cbf3 NetworkSession: allow Player to handle its own business in chunk sending
these checks should appear consistently in all of these async callbacks.
2021-03-26 22:00:42 +00:00
Dylan T
f047ecfd2d Fixed player spawning in ungenerated terrain (#4087)
fixes #4044
fixes #2724

this is significantly more complex than I hoped for, but it's a start... and it works.
2021-03-26 21:36:27 +00:00
Dylan K. Taylor
c092a2e836 Separate TickingChunkLoader from ChunkLoader
this makes it possible to keep chunks loaded without ticking them.
2021-03-18 23:19:27 +00:00
Dylan K. Taylor
72de45f0e9 Drop pocketmine/uuid for ramsey/uuid 2021-03-16 23:03:00 +00:00
Dylan K. Taylor
c1e5dd2a4e Merge branch 'stable' 2021-03-07 20:15:11 +00:00
Dylan K. Taylor
8d5cc9adc3 Merge branch 'stable' 2021-02-07 20:57:19 +00:00
Dylan K. Taylor
2064b411f2 fix build 2021-01-20 22:53:51 +00:00
Dylan K. Taylor
c70c0b55df Separate held item index change listener logic from PlayerInventory 2021-01-12 16:44:25 +00:00
Dylan K. Taylor
c4845ab6b1 Use Player->getNetworkSession() in places where it's assumed the player will be connected 2021-01-10 19:51:41 +00:00
Dylan K. Taylor
5e73417fa9 Player::getNetworkSession() now explicitly handles disconnected state by throwing an exception
instead of just allowing return of possibly-null networkSession
2021-01-10 19:50:13 +00:00
Dylan K. Taylor
3ef2a19527 Player: don't kick for attacking non-attackable entities
this is quite out-of-character for PM - it usually handles bad network requests by ignoring them, not by kicking the player off the server.
2021-01-08 20:58:15 +00:00
Dylan K. Taylor
e53b57732b Entity: replace separate height/width/eyeHeight fields with an EntitySizeInfo structure
this will make it easier to implement stuff like sleeping (properly), swimming and gliding without needing to duplicate all the fields.
2021-01-08 00:11:01 +00:00
Dylan K. Taylor
574b615b4c Player: fixed attack sounds being added at the wrong position 2021-01-08 00:04:05 +00:00
Dylan K. Taylor
a3597e195a Player: extract getSaveData() from save()
this allows plugins to request this data whenever they want it (e.g. to save offline any time they want, instead of being confined to the server autosave interval).
2021-01-07 23:37:47 +00:00
Dylan K. Taylor
eaaed79b93 Player: remove useless check from save()
this exception is only thrown if the player is closed, which is already unexpected in the first place and will actually crash if it's not kosher. This prevents doing stuff like saving players during onDispose(), which crashes the server if a player is disconnected due to flagForDespawn().
2021-01-07 23:33:10 +00:00
Dylan K. Taylor
7b806e74b8 Player: use own logger for movement debug 2021-01-07 22:06:55 +00:00
Dylan K. Taylor
82c8fa696a Relocate teleport ACK checks to InGamePacketHandler 2021-01-07 20:43:31 +00:00
Dylan K. Taylor
bcc3e87730 Timings: rename core timers to remove 'timer' from the names
this makes them shorter and more consistent.
2020-12-23 17:52:25 +00:00
Dylan K. Taylor
e762b79aae Player: fixed setPosition() resending all the chunks
closes #3977
2020-12-21 00:09:49 +00:00
Dylan K. Taylor
1e737644de World: split populateChunk() into two functions
requestChunkPopulation() respects the queue size, orderChunkPopulation() does not.
requestChunkPopulation() should be used for non-essential generation (which mainly includes generation for player use).
orderChunkPopulation() should probably be used by plugins.
2020-12-17 23:49:37 +00:00
Dylan K. Taylor
e925423749 Entity: fix chunk tracking consistency issues, fixed attempted chunk loading in origin world when teleporting to a different position in a different world 2020-12-10 18:13:18 +00:00
Dylan K. Taylor
e056456dd1 Player: fixed crash when stopping using a chunk before it's finished being generated 2020-12-04 15:36:43 +00:00