Commit Graph

11670 Commits

Author SHA1 Message Date
4bcc7e09cb PacketSerializer: fix unnecessary FQN 2021-05-29 14:24:48 +01:00
8171b18002 Separate ItemTypeDictionary implementation from initialization
we're not going to want implementation details like how it's setup getting in the way when we separate protocol from the core.
2021-05-29 14:24:05 +01:00
f68b9e79e1 Use typed properties in block namespace 2021-05-22 23:52:31 +01:00
73c229a236 Block: fixed LSP violations in blocks using BlockIdentifierFlattened
a property's type can't be changed by a subclass
2021-05-22 23:40:54 +01:00
285ad25168 BlockFactory: use the vars we already have, instead of repeated method calls 2021-05-22 12:45:08 +01:00
f655d262be Added stripped all-sided-log variants
again, these should be dynamic; but right now it's not possible.
2021-05-22 12:43:07 +01:00
ac04911e88 BlockFactory: fix potential crash 2021-05-21 21:44:17 +01:00
24405b63c1 Coarse is now a state of Dirt, instead of a separate block 2021-05-21 21:36:49 +01:00
df260034cd BlockFactory: Fill default state for all variants covered by bitmask when mismatch occurs 2021-05-21 21:12:34 +01:00
e7b21cf9dc World: remove obsolete TODO comment
[ci skip]
2021-05-21 13:10:48 +01:00
2ab751f985 World: fixed potential bug scheduling async light updates multiple times 2021-05-21 13:09:38 +01:00
f6f0938b3b Merge branch 'stable' 2021-05-21 01:27:35 +01:00
61077c48f1 Worker: fixed quit() usually being useless
Worker::isRunning() returns false after it exits the run() function, even if tasks are stacked and it isn't shutdown.
While this is mostly harmless (since the internal destructor will join the thread anyway), this should be fixed anyway.
2021-05-21 01:24:07 +01:00
7968a72f0e Eliminate some duplicated breakinfos 2021-05-20 23:18:33 +01:00
376d2c4cd4 Consistently declare BlockBreakInfo at the constructor call site
instead of inside the class
2021-05-20 22:49:51 +01:00
e0c61071e1 3.19.3 is next 2021-05-19 22:53:31 +01:00
813d431208 Release 3.19.2 2021-05-19 22:53:30 +01:00
af678f985d All types of coral now have fully dynamic types 2021-05-19 22:49:44 +01:00
69fa8e8db7 Added documentation to BlockFormEvent 2021-05-19 00:17:39 +01:00
f8cfa191dd Fixed confusing hierarchy of BlockGrow/Form/SpreadEvent, closes #2792 2021-05-19 00:17:38 +01:00
e4750ad2cd WorldTimings: apply native typehints 2021-05-17 23:23:46 +01:00
7217ff5ff5 World: added an extra subtiming for random chunk updates 2021-05-17 23:18:56 +01:00
4736b5968d WorldTimings: change some idiotic timer names 2021-05-17 23:14:30 +01:00
cdaf734470 World: Clean up ticking chunk loader tracking 2021-05-17 23:07:48 +01:00
643c3ed14e World: Require all adjacent chunks to a ticking chunk candidate to be unlocked, generated, loaded and light-populated
this should address the remaining problems with grass spread/death.
2021-05-17 20:59:40 +01:00
7abf50f503 World: Extracted a tickChunk() method from tickChunks()
most of what's left in tickChunks() is just selecting the chunks, rather than actually ticking them.
2021-05-17 20:54:51 +01:00
bab76f4a6e World: extract some blocks of logic from tickChunks() into their own methods
the amount of nested loops, cx/dx/chunkx/etc clusterfuck in this code makes it very difficult to work with...
2021-05-17 20:50:46 +01:00
10391be615 Remove useless class 2021-05-17 20:06:28 +01:00
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
bdce781c6d Chunk: do not close preexisting tiles in addTile()
if it's desired to actually replace a tile, the old tile should be explicitly removed and closed first.
2021-05-12 12:32:36 +01:00
b2e806e2fa World: Harden chunk loading against bad data in entity/tile NBT 2021-05-12 12:26:41 +01:00
42e915b902 Player: added locking variable to prevent reentry into respawn() while awaiting spawn terrain generation 2021-05-12 12:10:32 +01:00
4a68e0219e shut 2021-05-11 19:29:30 +01:00
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
094c949e86 Entity: fixed extremely stupid bug with player respawning after ragequit 2021-05-11 19:08:56 +01:00
0ff21557e4 World: fixed generation requests being rejected during resolution
when a chunk population is ordered, its only chunk loader is the one that the World installed to keep the chunk loaded while it was generated. So, when the resolver removes its chunk loader from the chunk, it triggers the chunk unloading mechanism, which causes the promise to directly be rejected.
2021-05-10 17:20:04 +01:00
f909557529 Cleaned up implementations for EnderChestInventory/DoubleChestInventory
previously, these were forced to extend BaseInventory because of the amount of crap in Inventory's interface.
This meant that these inventories had their own slots storage, which would be _mostly_ unused because these inventories aren't real inventories, but rather just delegates.
This lead to a variety of bugs in the past, such as certain API methods on BaseInventory not working correctly for DoubleChestInventory in particular.

Now, BaseInventory just implements the functional part of the inventory implementation, leaving the storage system up to the implementation.
A SimpleInventory class is provided with a simple SplFixedArray storage backing, which is used by most inventories.
EnderChestInventory and DoubleChestInventory now extend BaseInventory directly, and implement custom methods for dealing with their delegates.
2021-05-09 20:51:16 +01:00
1533789f35 Player: fixed not subscribing to own inventory updates
fixes #4211
2021-05-09 19:36:36 +01:00
20197e6813 RakLibServer: clean up constructor parameters 2021-05-08 20:13:29 +01:00
1003fde2fc RakLibServer: make all parameters mandatory 2021-05-08 20:11:16 +01:00
2ce6a87d05 getSafeSpawn() may throw if the target terrain is not generated 2021-05-08 16:22:13 +01:00
e9f3cefe94 Default world might be null 2021-05-08 16:21:34 +01:00
027109075c WorldManager: don't recalculate the spawn point for every player teleported during world unload 2021-05-08 16:19:22 +01:00
624495f4d3 Added a generic Promise type
I anticipate increasing demand for promises, and since all the libraries I could find suck, we'll stick to our own impl for now.
2021-05-08 15:57:30 +01:00
998a583815 World: Fixed inverted completion callbacks for chunk population
this would have caused any chunk populated by a plugin to remain loaded forever.
2021-05-07 23:39:44 +01:00
f9bfc0df73 NetworkSession: don't crash on teleporting to other world during PlayerLoginEvent 2021-05-07 22:47:06 +01:00
6cb285d4a9 Added constants for the handler tag types 2021-05-06 18:40:14 +01:00
742f86e022 Rename DestroyBlockParticle -> BlockBreakParticle
closes #3461

literally every other particle/sound has the subject first, followed by the (optional) verb, and finally Particle (or Sound).
In addition, we refer to breaking blocks as 'break' everywhere except here, where we refer to it as 'destroy'.
2021-05-06 18:33:18 +01:00
7b2c6c5ceb Avoid more $this refs on long-life closures 2021-05-06 14:27:56 +01:00
c356abb917 BlockTransaction: remove cyclic reference to self in callbacks 2021-05-06 14:27:08 +01:00