* Added a new PermissionManager, remove ridiculous cyclic dependencies of Permissions on Server
Aside from all the other ridiculous design problems with the permission system, the biggest problems are its API. This is, once again, a result of poor API design copied from Bukkit.
This pull request removes all permission-related functionality from `PluginManager` and moves it to the `pocketmine\permission\PermissionManager` class.
As can be observed from the removed code in the diff, the permissions system was previously entirely dependent on the Server, because it needed to get the PluginManager for registering permissions. This is utterly ridiculous. This refactor isolates _most_ permission-related functionality within the `permission` namespace.
As mentioned above, this stupid API is a direct result of copying from Bukkit. If you look at the API documentation for Bukkit for `PluginManager` you will see that the methods I'm deprecating here are also in there.
## Changes
- Added a new `PermissionManager` class. This can be accessed via its singleton `getInstance()` static method.
- Deprecated the following `PluginManager` methods - these will be removed no later than 4.0.0:
- `getPermission()`
- `addPermission()`
- `removePermission()`
- `getDefaultPermissions()`
- `recalculatePermissionDefaults()`
- `subscribeToPermission()`
- `unsubscribeFromPermission()`
- `getPermissionSubscriptions()`
- `subscribeToDefaultPerms()`
- `unsubscribeFromDefaultPerms()`
- `getDefaultPermSubscriptions()`
- `getPermissions()`
it's possible to walk off a tower while flying without moving vertically, and this code previously wouldn't detect that, leaving a gaping hole in the anti-cheat.
This can happen when an attacker attacks a victim wearing thorns armour while having low health, which prior to this commit would cause the tool to be duplicated.
PhpStorm can't see these or understand how they are being called, which is very annoying for bug hunting. Additionally, we already have the CodeOptimizer for this.
the Entity base also accounts for this, and assuming that this is automatically valid is causing lots of crashes. I am not sure of the circumstances under which this is suddenly becoming null, but this shouldn't assume that the level is valid nonetheless.
This commit contains quite a few breaking changes with respect to how AsyncTasks are handled. This is necessary to allow separation of the ServerScheduler and the AsyncPool, because in the future the ServerScheduler may be removed and instead there will be isolated per-plugin sync-task schedulers - but we cannot have every plugin with its own worker pool for memory usage reasons if nothing else.
The following things have changed:
- ServerScheduler: scheduleAsyncTask(), scheduleAsyncTaskToWorker(), getAsyncTaskPoolSize(), increaseAsyncTaskPoolSize() and similar methods have all been removed. Additionally the static \$WORKERS field has been removed.
- Server: added API method getAsyncPool(). This grants you direct access to the server's AsyncPool. Calls to getScheduler()->scheduleAsyncTask() and scheduleAsyncTaskToWorker() should be replaced with getAsyncPool()->submitTask() and submitTaskToWorker() respectively.
The general purpose of this is to split up base damage from modifiers.
- Added methods getBaseDamage(), setBaseDamage(), getOriginalBaseDamage(), getModifiers(), getOriginalModifiers()
- setDamage() renamed to setModifier() and type is now mandatory
- getDamage() renamed to getModifier() and type is now mandatory
- getOriginalDamage() renamed to getOriginalModifier() and type is now mandatory
- Removed MODIFIER_BASE constant
- Constructors now accept: float baseDamage, float[] modifiers instead of just float[] modifiers
this fixes crashes when PurePerms causes this to be recalculated on player login - the client doesn't like receiving this before StartGame and crashes.
Confining this to post-spawn should not cause any issues since any permission recalculation in login events will be reflected immediately afterwards when the initial command data is sent anyway.
This same bug popped up at 1.1... I don't know why it wasn't fixed properly back then.
Players have a few associated inventories which might need sending nowadays, such as main, armour, offhand (not implemented yet), cursor, crafting (if it ever worked). Under these conditions we should be sending all open windows.
long overdue... this isn't quite as extensible as the original api3/blocks system was, but this is primarily intended to replace Item->useOn(). If plugins want to use it it can be extended later on.
this happens when a player respawns before their death animation ends. I don't know why, but their bounding box height suddenly becomes zero. This solves the bug by simply resending the height and width properties to viewers on respawn.
Closes#2135.
Returning false all the time could mean any one of a range of things. Throwing exceptions is better in that it allows us to catch them and see what actually broke.
This commit brings in a much-needed rewrite of crafting transaction handling.
The following classes have been removed:
- CraftingTransferMaterialAction
- CraftingTakeResultAction
The following classes have significant changes:
- CraftingTransaction
- All API methods have been removed and are now handled in CraftItemEvent
- CraftItemEvent
- added the following:
- getInputs()
- getOutputs()
- getRepetitions() (tells how many times a recipe was crafted in this event)
- Recipe interface:
- Removed getResult() (individual recipes may handle this differently)
- CraftingRecipe interface
- removed the following:
- matchItems()
- getExtraResults()
- getAllResults()
- added the following
- getResults()
- getIngredientList() : Item[], which must return a 1D array of items that should be consumed (wildcards accepted).
- matchesCraftingGrid(CraftingGrid)
- ShapedRecipe
- constructor now accepts string[], Item[], Item[]
- ShapelessRecipe
- constructor now accepts Item[], Item[]