Commit Graph

618 Commits

Author SHA1 Message Date
2fdc46c165 PHPStan 1.9 features 2022-11-04 20:23:34 +00:00
44af519cd6 SpawnResponsePacketHandler: silence PlayerAuthInputPacket debug spam (#5368) 2022-10-30 19:24:26 +00:00
a9361b3f8b Changes for 1.19.40 2022-10-25 23:11:41 +01:00
d74824c8d5 Correctly use Command->getLabel() instead of Command->getName()
getName() essentially serves as an ID for the command for CommandExecutors. It has no other sane use case.

Since it's not unique (multiple commands with the same name may be registered, and the fallback alias will be used on conflict), it cannot be used for array indexing. It's also not correct to use it for any display purpose, since the command may not be able to be invoked by its 'name' if there was a conflict.

There is an open debate about what to do with getName() and the wider CommandExecutor ecosystem, but that's a topic for another discussion.

closes #5344
2022-10-18 19:34:12 +01:00
b84c110819 Fix CS according to newest php-cs-fixer 2022-10-13 21:00:57 +01:00
ac16378410 Silence pre-spawn PlayerAuthInputPacket debug spam 2022-09-28 21:58:23 +01:00
1f9dfa77bf PreSpawnPacketHandler: emit a separate debug message for sending creative data 2022-09-28 21:58:23 +01:00
def2f8c145 InventoryManager: ensure the windowID is valid before attempting to remove any window
this is currently a harmless bug, since remove() isn't currently doing any heavy lifting.
2022-09-28 01:01:42 +01:00
ed7c95549d PreSpawnPacketHandler: add a bunch of debug messages
this is useful for observing timings during first spawn, so that performance issues can be more easily spotted.
2022-09-27 21:08:31 +01:00
d459afaa54 fix CS 2022-09-20 20:00:40 +01:00
db586233da Changes for 1.19.30 support 2022-09-20 19:50:27 +01:00
3d03bb1301 Fix CS 2022-09-15 12:01:26 +01:00
fb25e05416 InventoryManager: fixed current window getting removed in race conditions with close window ACK
this could be observed by pressing E and immediately clicking a chest, which, if timed correctly, would lead to the chest lid closing, but the inventory being opened anyway.
2022-08-27 17:26:43 +01:00
dce8bd6d21 CS: Standardize new with braces 2022-08-15 17:16:23 +01:00
036e06e889 Revert "Workaround items in blockentity NBT not being processed correctly in 1.19.10"
This reverts commit 2b61c025c2.
2022-08-14 17:25:55 +01:00
df7a1fcba6 Changes for 1.19.20 2022-08-09 19:06:05 +01:00
5d9f783037 InGamePacketHandler: do not update player rotation if it didn't change
setRotation() does an alarmingly large amount of work...
2022-07-24 21:07:35 +01:00
01ca14c314 InGamePacketHandler: avoid processing movement if position is unchanged since last tick 2022-07-24 21:00:12 +01:00
c26631d06d InGamePacketHandler: avoid useless object allocations when forceMoveSync=false (99.9% of the time) 2022-07-24 20:44:27 +01:00
b75bc61a64 InGamePacketHandler: don't bother checking for flag changes if the flag fields are identical
we don't need to check this on a bit by bit level if the integers are the same.

this saves 2-3 microseconds per packet on my machine, which doesn't sound like much, but it adds up when there are lots of players.
2022-07-24 20:35:49 +01:00
3724479be3 InGamePacketHandler: improve performance of input flag resolving 2022-07-24 20:33:35 +01:00
2b61c025c2 Workaround items in blockentity NBT not being processed correctly in 1.19.10
closes #5154

this hack sends only the bare essential data to create the tiles in LevelChunkPacket,
and then separately sending the full tile data using BlockActorDataPacket afterwards.

This is necessary because the client doesn't handle items correctly in NBT when chunks are sent without using the SubChunkRequest system.
In 4.6 this is observed with incorrect items shown in item frames; in 5.0 it's seen with items simply not showing up at all (difference due to modernization of the serialization format in 5.0).
2022-07-14 21:54:01 +01:00
c7133bc2e6 InGamePacketHandler: don't kick the player out of inventory windows on actor events
this is sent when the player crafts something using an anvil.
2022-07-14 20:36:11 +01:00
06655bee78 Updated to 1.19.10 2022-07-13 00:59:49 +01:00
4ec97d0f7a InGamePacketHandler: added missing break
I'm getting sloppy ...
2022-06-07 17:52:59 +01:00
016a80bb70 1.19.0 changes 2022-06-07 17:47:13 +01:00
5fd685e07d TypeConverter: fix crash on arbitrary out-of-bounds item IDs
I don't know why I didn't consider this fix necessary when the item meta bug was originally discovered.
2022-06-06 19:29:44 +01:00
e040c2b281 InventoryManager: fixed windows not opening when the server removes windows
closes #5094
2022-06-05 16:03:24 +01:00
38d6284671 Use PHP-CS-Fixer to enforce file header presence 2022-06-04 17:34:49 +01:00
3fcf6372e0 Merge branch 'stable' into next-minor 2022-06-01 15:32:37 +01:00
227f28a6d2 Use VanillaItems::AIR() instead of ItemFactory 2022-05-24 15:47:27 +01:00
179cac45f5 Merge branch 'stable' into next-minor 2022-05-22 16:21:05 +01:00
fcb2ccab99 NetworkSession: Sync all attributes on respawn 2022-05-21 16:22:35 +01:00
86efa0aae6 Merge remote-tracking branch 'origin/stable' into next-minor 2022-05-20 17:49:04 +01:00
554f96bc24 InventoryManager: Defer opening new windows to the client until the window close handshake has been completed
fixes #5021 and probably a bunch of other inventory related glitches

When the server initiates a window close, it does so by sending a ContainerClose to the client, which causes the
client to behave as if it initiated the close itself. It responds by sending a ContainerClose back to the server,
which the server is then expected to respond to.

Sending the client a new window before sending this final response creates buggy behaviour on the client, which
is problematic when switching windows. Therefore, we defer sending any new windows until after the client
responds to our window close instruction, so that we can complete the window handshake correctly.

This is a pile of complicated garbage that only exists because Mojang overengineered the process of opening and
closing inventory windows.
2022-05-20 16:54:15 +01:00
df3a69dcb7 Modernize private property declarations in Threaded classes
I previously avoided this due to being unsure of the effects; however, it's clear that we already use typed properties on Threaded things in other places anyway, and the only known issues are with uninit properties, and arrays.
2022-05-17 22:42:18 +01:00
d4b7f66e15 Promote some constructors 2022-05-17 22:34:58 +01:00
c0b15de504 Modernize private static property declarations 2022-05-17 21:55:16 +01:00
6eac2ea7a5 Modernize private property declarations in src/network 2022-05-17 21:22:33 +01:00
1e59679ec2 Implemented Stonecutter (#4732) 2022-05-17 16:01:03 +01:00
937bb4c6ce Merge branch 'stable' into next-minor 2022-04-28 21:00:23 +01:00
6b4687a36b RuntimeBlockMapping: unseal constructor to facilitate easier testing of new versions 2022-04-20 14:00:20 +01:00
c085bf0db4 Changes for 1.18.30 2022-04-20 13:59:50 +01:00
ded7e24f67 Merge branch 'stable' into next-minor 2022-04-19 15:27:55 +01:00
4c9d2a989e cs again 2022-04-17 19:32:30 +01:00
022db5cbe3 NetworkSession: compare usernames case-insensitively
the current data management system uses case-insensitive names, so we can't allow different players with the same name in different cases to join, or we will have duplication exploits.

This typically only applies to offline servers, since Xbox Live doesn't permit reuse of a username, same case or otherwise.

closes #4965
2022-04-17 19:28:10 +01:00
e388cb1643 Merge branch 'stable' into next-minor 2022-04-10 21:23:04 +01:00
741182c55f InGamePacketHandler: skip processing movement if the player's position
was changed during processing other properties (#4913)

fixes #4952
2022-04-10 21:02:45 +01:00
ea677154cb InGamePacketHandler: rely exclusively on prediction mismatch checking to re-sync slots during bad transactions
fixes #4894
closes #4926
relying on the core code to guess which slots should be synced is unreliable at best.
2022-04-04 21:58:19 +01:00
a9f2766a8b Merge branch 'stable' into next-minor 2022-03-23 13:39:41 +00:00