Commit Graph

228 Commits

Author SHA1 Message Date
8814d06dfd Fix CS 2023-08-23 17:00:18 +01:00
998fcf20db Remove useless Cancellable from PressurePlateUpdateEvent 2023-08-23 16:52:22 +01:00
1504fdca24 Use 'enchanting' terminology
'enchant' just didn't feel right, being a verb.
All these things pertain to the act of enchanting.

This is now also consistent with CraftingTransaction etc. The ship already sailed on EnchantInventory, which will have to be renamed at a later datte. However, that was already inconsistent with 'enchanting table', so that's the odd one out here.
2023-08-23 16:14:17 +01:00
e323c5dd76 Implement pressure plate activation logic and events (#5991)
closes #5936

This implements all of the basic activation logic for pressure plates.
It also introduces a PressurePlateUpdateEvent, which is called in pulses when entities are standing on top of the plate and when it deactivates. Deactivation can be detected by checking if the list of activating entities is empty.

---------

Co-authored-by: Javier León <58715544+JavierLeon9966@users.noreply.github.com>
2023-08-16 13:00:23 +01:00
39867b97c5 Implement enchanting using enchanting tables (#5953)
Co-authored-by: Dylan K. Taylor <dktapps@pmmp.io>
2023-08-15 17:28:26 +01:00
7826e0a11e Merge branch 'stable' into minor-next 2023-08-09 16:14:05 +01:00
a5d8ef7a6c Add FarmlandHydrationChangeEvent (#5916) 2023-08-09 12:33:25 +01:00
59c88fe7f7 Added WorldDifficultyChangeEvent 2023-08-09 12:22:03 +01:00
ebcd6a0bb2 CraftItemEvent: fixed inputs and outputs not being cloned 2023-08-08 18:29:49 +01:00
2608637210 HandlerListManager: track RegisteredListenerCache directly
This change improves the performance of calling an event with 0 handlers by about 10% with no other changes.

Since we have to access the list eventually anyway, we can cut out some unnecessary work by returning the handlers from the cache directly, instead of fetching the HandlerList for no reason.

This also improves the performance of Event::hasHandlers() by about 40%, which is pretty significant (120 ns -> 80 ns).
2023-08-01 17:37:49 +01:00
442d65143d Merge branch 'minor-next' into hot-events-optimisation 2023-08-01 17:01:52 +01:00
46f24b165a Rename PlayerMissedSwingEvent -> PlayerMissSwingEvent
all the other events are present tense, so it doesn't make sense for this one to be past tense.
2023-08-01 12:21:39 +01:00
5ec3f4655f EntityDamageByEntityEvent: added APIs to get and set vertical knockback limits
this was requested and PR'd as far back as 2020 (see #3782).
Since no issue was filed about this, it became forgotten until #5946.
However, #5946 overcomplicates the solution to the problem, and breaks BC without an obvious reason.
2023-07-28 12:52:15 +01:00
c972e65741 EntityDamageByEntityEvent: document methods 2023-07-28 12:41:27 +01:00
a45763328b Added constants for default knockback force and vertical limit 2023-07-28 12:36:46 +01:00
6086ef667c Added handling for attack-air action (#5912) 2023-07-25 14:50:28 +01:00
9d0d60afd1 BlockPlaceEvent: ensure that getPosition() is always correct
since BlockTransaction was designed to be World-agnostic, it can't position() any blocks, since Position requires a World.

This workaround is the best we can do for now; however, it would probably be wise to deprecate getTransaction() in favour of a dedicated getBlocks() method which takes care of this, as BlockPlaceEvent is currently quite obnoxious to use.
2023-06-21 15:36:48 +01:00
40be564689 BlockSpreadEvent: document poorly-named constructor parameters 2023-06-03 17:08:02 +01:00
0ed5e94a72 Merge branch 'minor-next' into major-next 2023-05-30 16:15:56 +01:00
8245cfab0e PlayerDeathEvent: add ability to set message displayed on the death screen (#5726) 2023-05-19 16:18:18 +01:00
d834266635 BlockGrowEvent: add player information for bonemeal usage (#5596)
this is in line with StructureGrowEvent, which also has a similar API.
2023-05-08 17:38:07 +01:00
096daef0d0 World: added setDisplayName()
this is an obvious use case, and I'm not really sure why it wasn't supported sooner.
2023-05-01 16:29:07 +01:00
a0346fb6d3 Merge branch 'minor-next' into major-next 2023-04-26 14:29:32 +01:00
84a16ce69a HandlerList: fixed crash on getting unused priority
these sub-arrays are no longer allocated if no handlers are registered.

fixes #5713
2023-04-21 16:19:15 +01:00
c878bd8289 Merge remote-tracking branch 'origin/minor-next' into major-next 2023-04-20 00:18:19 +01:00
0629d11e13 Avoid unnecessary events work in handleDataPacket if the events have no registered handlers
this particular optimisation became possible thanks to changes in 4.19.

I observed that the allocation of Event objects and calling ->call() was costing us a significant percentage of the time taken in PlayerAuthInputPacket handlers. This change produces a measurable 2 microsecond reduction in overhead for PlayerAuthInputPacket handling when players are not moving (10.7 -> 8.7 microseconds). On a server with 200 players, this translates into a 1% reduction in CPU load for PlayerAuthInputPacket alone. It will also benefit other packets, but not to the extent that PlayerAuthInputPacket benefits.
2023-04-16 20:51:55 +01:00
4ba57f2b03 RegisteredListener: use try...finally to stop timings
While event handlers should not throw exceptions, we need to make sure the timings get stopped in the correct order, because the parent Event timer will be stopped due to using a finally block.
If this happens while the handler timing is still running, a second exception will occur, obscuring the real error.
2023-04-16 00:40:43 +01:00
9bddcc72f7 Merge branch 'minor-next' into major-next 2023-04-11 22:51:50 +01:00
3490e2b06a Mark RegisteredListenerCache as internal 2023-04-11 22:33:44 +01:00
a0dadc6e37 Merge branch 'minor-next' into major-next 2023-04-10 14:38:23 +01:00
76ebedff6a HandlerList: remove unnecessary variable 2023-04-07 22:58:30 +01:00
3ea8d27a3b HandlerList: improve listener list development to make way for #5678 2023-04-07 22:55:27 +01:00
4724195791 Improved performance of event calls
This change significantly reduces the amount of work done by event handlers. Instead of traversing all of the priorities and event parent chain multiple times, we reduce event handlers down to a simple list, which doesn't require any logic to iterate over.
Previously, calling an event with lots of parents costed more than an event which directly descended from Event.
In addition, we had to do a lot of usually useless work to check all priorities, when in practice, only NORMAL will be used in almost all cases.

This change makes it more cost effective to implement the feature suggested by #5678; however, it will still require additional changes.
2023-04-05 23:02:44 +01:00
f32a853bd4 HandlerList: remove useless isset 2023-04-05 21:37:08 +01:00
982d05affd Merge branch 'major-next' of github.com:pmmp/PocketMine-MP into major-next 2023-03-29 23:22:12 +01:00
10f3145af2 Merge branch 'minor-next' into major-next 2023-03-29 23:22:02 +01:00
b49a9ae81d Added timings for calling events
this gives a somewhat better overview of events, particularly if many plugins are subscribed to the same costly event (e.g. PlayerMoveEvent).

In addition, it allows us to see the frequency that events are occurring.
2023-03-28 17:26:20 +01:00
bea878e9e9 Implement anvil fall damage (#5312) 2023-03-27 20:17:08 +01:00
7cdab75b05 Merge branch 'minor-next' into major-next 2023-03-20 22:12:54 +00:00
2751e1ec02 replacing new Vector3(0, 0, 0) with Vector3::zero() (#5640) 2023-03-20 12:54:28 +00:00
cf0e7b4213 Merge branch 'minor-next' into major-next 2023-03-16 15:04:27 +00:00
ef45180b80 Rename DataPacketPreReceiveEvent -> DataPacketDecodeEvent
thank you @IvanCraft623 for the suggestion
2023-03-16 13:40:37 +00:00
abd4ef01eb Merge branch 'minor-next' into major-next 2023-03-15 23:02:41 +00:00
183d1f4038 Implement DataPacketPreReceiveEvent (#5559)
closes #5554

This is called just before the packet is decoded, allowing the event to be used to drop packets from clients without wasting CPU time decoding them. This can be particularly useful for mitigating denial-of-service attacks.
2023-03-15 22:47:19 +00:00
2d56aa50b9 A bunch of mostly inseparable changes to PlayerPreLoginEvent
including support for separated disconnect reasons and disconnect screen messages (closes #4512)

While the refactoring of kick reason -> kick flag wasn't exactly in my agenda, I realized that these changes would become pretty confusing and inconsistent with other events if they weren't refactored.
Hopefully I don't have to break this API again for a while...
2023-02-13 11:32:32 +00:00
5d0388e747 PlayerPreLoginEvent no longer implements Cancellable
please see #5516 for motivation on this, but I don't think anyone will be complaining - this behaviour made no sense and caused a lot of confusion for people who were trying to set custom ban messages.
2023-02-13 11:10:29 +00:00
cbaff1caec BlockPlaceEvent: use BlockTransaction, closes #1760
BlockPlaceEvent no longer extends BlockEvent, since it's now a multi-block event
getBlockReplaced() is removed
getTransaction() is added

to be honest, BlockPlaceEvent should be something like PlayerBlockPlaceEvent...
2023-01-24 15:49:42 +00:00
375ec8e00c Fix CS 2023-01-23 20:36:02 +00:00
002f7d6826 PlayerDuplicateLoginEvent: remove dead code 2023-01-23 20:21:06 +00:00
b8f6b66e42 First look at separating disconnect reason and disconnect screen messages (#4512) 2023-01-18 20:57:17 +00:00