Commit Graph

120 Commits

Author SHA1 Message Date
54d6b83fc2 Entity: pass the appropriate value for AFFECTED_BY_GRAVITY 2022-01-01 15:39:46 +00:00
e3614d1a82 Entity: fixed game performance issue with large scale entities
this->size refers to the scaled height, but the client wants the base (unscaled) size in these properties.
This caused immense lag when, for example, setting the scale of a player to 10, because their collision box would become 180 by 60, instead of the expected 18 by 6.
2021-12-18 22:38:45 +00:00
ea1fceece2 Merge branch 'legacy/pm3' into stable 2021-12-14 23:15:53 +00:00
c6c992a1f0 Preparations for negative Y support 2021-11-08 17:28:22 +00:00
e34364412b Replace InvalidStateException usages with InvalidArgument or LogicException 2021-11-02 16:05:54 +00:00
a78248a19c Merge commit '71f2a34616961d6328f06fd911b6d4450a61643e' 2021-11-01 17:33:02 +00:00
8a2ecfe1d4 Merge branch 'stable' 2021-10-29 19:04:01 +01:00
32a34d2494 Location: change order of constructor parameters
to be consistent with Position::__construct() and Location::fromObject() (although Location::fromObject() has no choice, thanks to the anti-feature known as late static binding ...)
2021-10-29 15:43:09 +01:00
c77829f4ad Migrate packet creation to use ::create() methods in all but one case
MovePlayerPacket doesn't yet have a ::create() due to a complication with fields that aren't always present.
2021-10-23 01:46:01 +01:00
c773e43eda Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef 2021-10-23 01:16:45 +01:00
aa53dc6709 Entity: fixed network properties not updating when fireTicks changes
another bug that LBSG knew about, but didn't report. :/
2021-10-09 23:57:37 +01:00
4111d92b98 Stop hardcoding chunk dimensions everywhere (#4443) 2021-09-10 16:13:25 +01:00
931c3ed77d Entity: fixed current movement not being accounted for in fall height
this caused incorrect damage when falling from heights, as well as a bug in #4434.
2021-09-06 12:53:52 +01:00
956780c6a6 Entity: add getters and setters for fallDistance 2021-09-05 23:59:04 +01:00
ded778f422 Implemented bed bouncing 2021-09-05 20:11:49 +01:00
d329bfb25d Entity: rename movX/movY/movZ to wantedX/wantedY/wantedZ
this makes the code much easier to understand.
2021-09-05 14:06:53 +01:00
73cc841d0b Entity: rename checkBlockCollisions() to checkBlockIntersections() 2021-09-05 14:00:27 +01:00
8be1f34736 Entity: Rename fall() to onHitGround(), and make it protected
this had no business being exposed to public API in the first place.
2021-09-05 13:36:40 +01:00
6ecad153ea Entity: remove fallDistance parameter from fall() 2021-09-05 13:34:43 +01:00
7e82cafdeb Entity: remove a bunch of commented code that no one cares about 2021-09-05 13:27:48 +01:00
6e68e99ec0 Added PlayerEntityInteractEvent (#4374) 2021-08-24 11:56:10 +01:00
83805a3406 Entity: use match in checkObstruction() 2021-08-17 20:44:49 +01:00
91d54ff0ad Removed unnecessary and/or obsolete GC hacks
the intent of these hacks was to break cyclic references to avoid having objects lingering in memory. However, all of the stuff that's being removed in this commit no longer has any effect anyway, due to the fact that these things don't circularly reference each other anymore. Notably, Tile inventories now keep Position instead of a Tile ref.
2021-06-30 19:16:25 +01:00
11b483f2dc Inline EntityDataHelper::createBaseNBT()
this is only used for saving entity data now, and its presence here is allowing plugin devs to keep abusing it.
2021-06-19 18:45:21 +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
094c949e86 Entity: fixed extremely stupid bug with player respawning after ragequit 2021-05-11 19:08:56 +01:00
652de2632a Rough OffHand implementation
this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
69cb0ba1bb Entity: don't flag as closed until just before cycle destruction
this allows stuff that requires a non-cycle-destroyed state to still operate during onDispose().
2021-03-19 01:00:49 +00:00
053a7a1a61 Entity: split getSyncedNetworkData() into two functions
to avoid opaque boolean parameters
2021-01-08 13:59:52 +00:00
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
793081d803 Entity: assume that position has a valid World during setPosition() 2020-12-27 19:20:37 +00:00
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
dd58a95ae5 Move last-known-position tracking to World instead of Entity 2020-12-10 18:28:40 +00:00
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
d728160a77 Removed the cycle between Entity and Chunk
it's now the World's responsibility to manage adding/removing entities from appropriate chunks. Entities no longer know or care that chunks exist.
Entity->checkChunks() remains as-is for backwards compatibility - now it just calls the world to sync its position.
2020-12-05 00:59:16 +00:00
999defd20d World: remove create params from loadChunk() and loadChunkAtPosition() 2020-12-03 18:49:14 +00:00
1e7f9214cc Entity: flag for despawn if entering ungenerated terrain
previously this created an empty chunk for the entity to hang around in until the terrain was generated, but that's problematic for several reasons, most importantly the fact that non-generated chunks are not saved.
2020-12-03 18:36:54 +00:00
10067c1043 Improve painting performance
these really shouldn't hit the CPU at all considering they are simply static objects ...
2020-12-01 23:31:38 +00:00
66955d4b99 World: make loadChunk() more useful, drop useless proxy function getOrLoadChunk() 2020-11-09 13:41:46 +00:00
e6348bbd34 Entity: do not assume that save IDs are always strings
this is only the first of many changes needed to make entity savedata fully format-agnostic, but it's a start.
2020-11-06 13:05:17 +00:00
5cc2a9c3dd World: rename getChunkAtPosition() to getOrLoadChunkAtPosition()
this more accurately reflects what it does.
2020-11-03 14:12:47 +00:00
8be0c0da0d Implemented a silent property on entities and Entity->broadcastSound()
fixes #3516
2020-10-31 16:07:18 +00:00
4c0c2ebd24 CS cleanup 2020-10-26 15:56:30 +00:00
44e446b621 Merge remote-tracking branch 'origin/stable' into master
# Conflicts:
#	build/php
#	composer.lock
#	phpstan.neon.dist
#	resources/vanilla
#	src/pocketmine/Server.php
#	src/pocketmine/VersionInfo.php
#	src/pocketmine/entity/Entity.php
#	src/pocketmine/lang/locale
#	src/utils/Timezone.php
#	tests/phpstan/bootstrap.php
#	tests/phpstan/configs/custom-leveldb.neon
2020-10-13 17:51:49 +01:00
b0b08d45d5 Entity: clean up sendData() handling, remove send-to-self hack 2020-10-08 21:35:36 +01:00
cbc6ebebad Entity: make use of MoveActorAbsolutePacket::create() 2020-10-06 18:35:02 +01:00
531c6344fe Entity: stop using broadcastPacketToViewers for movement / motion
this is now effectively identical to sending packets to each of hasSpawned, with the exception that it won't send packets to itself if it's a player.
2020-10-06 18:22:46 +01:00
75e3a0aa0f Merge branch 'stable' into master
# Conflicts:
#	composer.lock
#	resources/vanilla
#	src/command/defaults/StatusCommand.php
#	src/pocketmine/entity/Entity.php
#	src/pocketmine/level/format/SubChunk.php
2020-09-26 13:27:08 +01:00
626680c6c1 Use new Location objects instead of mutating Entity->location directly
I'm actually not a big fan of needing to recreate the whole thing just to modify the coordinates. This seems kind of stupid.
2020-09-25 18:43:49 +01:00
db7fb25196 Avoid more Vector3 mutations using withComponents() 2020-09-25 18:40:13 +01:00