Commit Graph

1364 Commits

Author SHA1 Message Date
a99e15012c Backport no-ai hack to disable pre-spawn movement 2019-01-05 17:39:20 +00:00
b22a2ef914 Living: Despawn in endDeathAnimation()
this removes the necessity for the player to do this.
2019-01-05 12:46:11 +00:00
d8d04aeb53 fixup some imports 2019-01-04 23:49:32 +00:00
adc1069ed2 Merge branch '3.5' 2019-01-04 23:28:44 +00:00
4b9a142a5d Import global functions and constants for enhanced performance
This is better for performance because these then don't need to be reevaluated every time they are called.

When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.

However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
2019-01-04 20:43:15 +00:00
5e0c3333cf Player: catch more specific exceptions for transactions 2019-01-03 17:57:37 +00:00
3b183447b0 Merge branch 'release/3.5' 2018-12-31 21:52:48 +00:00
1cbb31f1db Player: Reintroduce permission checks for command hints
This was removed way back in 2016 because of an unidentified bug which caused permissible commands not to show up on the client. Back then, command parsing and validity checks were client-sided, and the client would simply not send the command at all if it didn't recognize it. Now, that problem is gone, so it doesn't matter as much if there are permission bugs which cause commands to be erroneously missing.
closes #2625
2018-12-31 19:35:59 +00:00
1393b4c4e2 Player: aDd a HacK foR CliEnt SidE rIghT cLicK SpaM BuG
this bug has existed for so long I forgot it was still here. People stopped pestering me to do something about it, and as a result I forgot to do anything about it.

This hack isn't perfect, but it filters out the worst of the noise. It has side effects for legitimate fast double-clicks, but I don't think anyone will be too bothered - just click more slowly.

This hack may also have negative side effects on poor connections where latency spikes are a problem, but there isn't really much that can be done about that.
2018-12-31 19:16:13 +00:00
8415e49a7f Merge branch 'release/3.5' 2018-12-30 19:06:37 +00:00
77b9feb3c0 Player: don't waste CPU time ordering chunks for non-moving players 2018-12-30 18:40:36 +00:00
ae497a828f Merge branch 'release/3.5' 2018-12-30 17:33:31 +00:00
e0e2e1775f Player: Fixed sluggish chunk updates when not moving
Always order chunks ASAP on chunk change, not just during the spawn sequence. This fixes the sluggishness observed in BlockSniper when doing async chunk modifications.
2018-12-30 17:32:38 +00:00
7b3115c00c Moved network NBT serializer into network namespace 2018-12-29 20:12:00 +00:00
baf278831e Merge branch 'release/3.5' 2018-12-28 19:32:48 +00:00
0eef634aab Player: Give me ALLLLL your crashdumps
I suspect this is going to cause a firestorm, but once it does we'll be able to see what needs fixing.
2018-12-28 19:30:05 +00:00
9f4bb440bd Move server-full/banned/whitelisted controls into PlayerPreLoginEvent
This allows plugins to more easily control the behaviour of server-full, whitelisting and banning. A message can be assigned for each, with a plugin custom reason taking the final priority if set.

This system solves several edge case problems in the Bukkit version by allowing kick reasons to be combined, so that removing one kick reason will roll back the final reason to the next highest, instead of just allowing the player through completely.
Only one message will be shown at point of disconnection, for consistency with the old behaviour.
The message priority is as follows (for all cases, only if set):
- Plugin reason
- Server full
- Whitelist enabled
- Player is banned

This also brings us one step closer to separating Player and NetworkSession.
2018-12-26 13:46:44 +00:00
02efa93e3a PlayerPreLoginEvent: New, more elegant way to control authentication requirement
Previously the only way to deal with this was to cancel the PlayerKickEvent generated by lack of authentication. Now, plugins can decide whether auth should be required for a specific player. The default is whatever xbox-auth is set to in server.properties.

cc @Johnmacrocraft
2018-12-23 18:24:33 +00:00
e0558d2551 Merge branch 'release/3.5' 2018-12-14 10:03:36 +00:00
c05697f506 Merge branch 'release/3.4' into release/3.5 2018-12-14 09:39:21 +00:00
660d42e8d1 Backport usage of SetLocalPlayerAsInitializedPacket to 3.4 (#2558)
This fixes various problems, such as forms not working on PlayerJoinEvent.
2018-12-13 20:07:17 +00:00
ffa733fe0c Merge branch 'release/3.5' 2018-12-12 19:51:41 +00:00
231e491bb9 Fixed black spawn eggs 2018-12-12 17:14:13 +00:00
5946ec8819 fix inventory bug, silence debug spam, shut the fuck up MCPE 2018-12-11 21:57:07 +00:00
30f5a8fac6 Protocol changes for 1.8.0 release 2018-12-11 21:05:03 +00:00
ed531c0009 Merge branch 'release/3.4' 2018-11-29 19:57:35 +00:00
05dba61a69 Merge branch 'release/3.3' into release/3.4 2018-11-29 19:47:28 +00:00
b473ffdedc Remove async playerdata saving, closes #2515
this technically involves non-breaking API changes which should happen on a patch release, but I can't be bothered with the dust cleanup, so we'll just blow it away now. It doesn't hurt anyone anyway.
2018-11-29 19:47:15 +00:00
011b9ae159 Update to latest NBT lib version 2018-10-23 16:47:00 +01:00
90482e79bc Merge branch 'release/3.4' 2018-10-21 18:23:54 +01:00
6dd2597934 Merge branch 'release/3.3' into release/3.4 2018-10-21 18:17:07 +01:00
45c9caa38c Fixup some formatting issues 2018-10-21 18:15:25 +01:00
159c3a1a91 Merge branch 'release/3.4' 2018-10-20 19:20:22 +01:00
2a40c0d82c Make use of isInLoadedTerrain() 2018-10-20 19:13:34 +01:00
831a35ec69 Merge branch 'release/3.4' 2018-10-20 15:26:17 +01:00
d563b9e31b Level: Added API method broadcastPacketToViewers()
This supersedes addChunkPacket() in most cases, and has a more clear name. It broadcasts the given packet to every player who has the target position within their chunk load radius.
2018-10-20 15:14:41 +01:00
e2af394c81 Revert "Level: Identify chunk loaders by their object ID"
This reverts commit 3bb450244f.

PhpStorm you lying piece of shit... you only showed me the usages in Level!

This change should be revised and redone later.
2018-10-10 03:59:07 -04:00
9b31484655 Merge branch 'release/3.3' 2018-10-09 22:53:44 +01:00
de6d62aba2 Merge branch 'release/3.2' into release/3.3 2018-10-09 22:51:40 +01:00
8316e00927 Player: Throw exception on failure to encode form JSON 2018-10-09 22:39:48 +01:00
3bb450244f Level: Identify chunk loaders by their object ID
chunkloader ID is completely unnecessary extra complication. spl_object_hash() would be fine for this as well, but a number is better. Since it's unique for the object lifetime (and the Level keeps a ref to loaders) this system should work just fine.
2018-10-09 16:32:34 +01:00
495a0b1dc2 Merge branch 'release/3.3' 2018-10-05 18:11:33 +01:00
1dd6591ac1 Migrate a bunch of PluginManager->callEvent() usages to Event->call
This has the triple bonus effect of a) making a lot of code easier to read, b) reducing Server::getInstance() usages, and c) removing a whole bunch of Server dependencies.

The network and block namespaces are untouched by this commit due to potential for merge conflicts. These should be dealt with separately on master.
2018-10-05 17:30:06 +01:00
16f2ac14b3 Clean up block update sending, remove UpdateBlockPacket flag constants
These flags are not intended for network use, instead they are supposed to be used internally by the game. For network, we only need to care about the 0x02 flag (send to players) because that's necessary for the client to render the block.
2018-09-27 15:56:08 +01:00
56d9943b0d Nuke Block->meta, split into variant and state properties, lots of cleanup
This is a major change to the way block metadata is handled within the PM core. This separates variant metadata (which really ought to be part of the ID) from state metadata, and in a couple of cases flattens separate states of blocks together.

The result of this is that invalid variants can be much more easily detected, and additionally state handling is much cleaner since meta is only needed at the serialize layer instead of throughout the code.
2018-09-21 19:28:10 +01:00
d291345ed7 Clean up some unused imports 2018-09-19 16:20:16 +01:00
caca097300 Merge branch 'release/3.3' 2018-09-19 16:18:53 +01:00
5e94d20d79 Merge branch 'release/3.2' into release/3.3 2018-09-19 16:17:00 +01:00
a0bb747d6d Merge branch 'release/3.1' into release/3.2 2018-09-19 16:16:18 +01:00
4bc0d850b1 Added Block->getRuntimeId(), clean up some mess 2018-09-19 16:16:10 +01:00