b5cfab497d
Clean up inventory content syncing, fixes #5441
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these remnants should have been cleaned up in 4.11, but I somehow managed to skip over them.
2022-12-04 23:05:30 +00:00
89e29448ee
Merge branch 'stable' into next-minor
2022-09-20 20:18:06 +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
f7ab0a3b92
Merge branch 'stable' into next-minor
2022-08-14 18:37:56 +01:00
df7a1fcba6
Changes for 1.19.20
2022-08-09 19:06:05 +01:00
16ed16722a
Merge branch 'stable' into next-minor
2022-07-24 21:21:37 +01:00
5d9f783037
InGamePacketHandler: do not update player rotation if it didn't change
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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
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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
e00f8e3a32
Merge branch 'stable' into next-minor
2022-07-14 20:59:06 +01:00
e2855aadff
Simplify handling of broken transactions for crafting and friends
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this allows stuff like smithing tables to work without needing any extra hacks.
Implementing enchanting or anvils would require some extra work, but I don't plan to implement those under the legacy transaction system anyway.
2022-07-14 20:50:06 +01:00
c7133bc2e6
InGamePacketHandler: don't kick the player out of inventory windows on actor events
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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
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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
38d6284671
Use PHP-CS-Fixer to enforce file header presence
2022-06-04 17:34:49 +01:00
6eac2ea7a5
Modernize private property declarations in src/network
2022-05-17 21:22:33 +01:00
741182c55f
InGamePacketHandler: skip processing movement if the player's position
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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
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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
90a8595a40
Check for mismatched inventory slot predictions in transactions
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this should limit the problems caused by mismatched gameplay features that result in ghost items, such as #4896 .
2022-03-22 17:42:19 +00:00
4f25ab10e9
InventoryManager: Do not sync slots the client correctly predicted during using items
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closes #4825
2022-02-22 16:46:23 +00:00
b26b1cd32f
Fixed swimming hitbox glitch
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fixes #4815
relates to Sandertv/gophertunnel#88
2022-02-19 20:14:17 +00:00
d9ea647925
InGamePacketHandler: add a hack for swimming AABB client bug
2022-01-27 00:28:54 +00:00
82f1c2766c
Merge branch 'stable' into next-minor
2022-01-22 01:00:40 +00:00
c10eda5eae
InGamePacketHandler: limit depth of form responses to 2
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form responses should only contain string|int|float|bool|null. Arrays or objects appearing in here are likely malicious.
2022-01-21 19:11:58 +00:00
387c13beff
InGamePacketHandler: fixed invalid JSON being treated as form close
2022-01-21 18:32:58 +00:00
56fe71d939
InGamePacketHandler: fixed crash in form handling when invalid JSON is given
2022-01-21 17:34:13 +00:00
be1996752a
Replace disallowed operators in src/network/
2022-01-20 19:11:32 +00:00
853ecd2408
InGamePacketHandler: fix function ordering
2022-01-16 16:16:42 +00:00
33421258b6
Silence MovePlayerPacket debug spam
2022-01-16 15:40:18 +00:00
42d07c74d7
added missing redstone power flag logic
2022-01-15 22:19:47 +00:00
1366c49f1f
Implemented Lectern ( #4708 )
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Co-authored-by: Covered123 <58715544+JavierLeon9966@users.noreply.github.com >
Co-authored-by: Dylan K. Taylor <dktapps@pmmp.io >
2022-01-15 21:21:29 +00:00
ee6548aa50
Merge branch 'stable' into next-minor
2022-01-14 00:45:49 +00:00
f126479c37
InGamePacketHandler: check the validity of facing values given by the client
2022-01-13 21:21:15 +00:00
fb29653ed7
Merge remote-tracking branch 'origin/stable' into next-minor
2022-01-06 22:43:57 +00:00
3ed57ce49a
Merge pull request from GHSA-p62j-hrxm-xcxf
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This checks the following things:
- Validity of UTF-8 encoding of title, author, and page content
- Maximum soft and hard lengths of title, author, and page content (soft
limits may be bypassed by uncancelling PlayerEditBookEvent; hard
limits may not be bypassed)
- Maximum number of pages. Books with more than 50 pages may still be
edited, but may not have new pages added.
2022-01-04 20:39:02 +00:00
8532e9c8e0
Merge remote-tracking branch 'origin/stable' into next-minor
2022-01-04 14:38:15 +00:00
e43e0189df
InGamePacketHandler: do not pass bare integers from BookEditPacket directly into event
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while these currently happen to be identical, they may not be in the future.
Really this should be represented by an enum.
2022-01-03 20:20:32 +00:00
bcc0f1e733
Fixed desynchronization of hunger when cancelling food-related events ( #4691 )
2022-01-03 19:11:32 +00:00
0a0de018a5
InGamePacketHandler: fixed player jump handling
2021-12-29 18:28:22 +00:00
a1d217e12b
InGamePacketHandler: fixed missing synchronization of metadata when plugins cancel PlayerToggle*Event
2021-12-29 18:23:05 +00:00
e102339637
InGamePacketHandler: remove dead code from PlayerActionPacket handling
2021-12-29 17:29:19 +00:00
18e26d975b
Fixed swimming and gliding for PlayerAuthInputPacket
2021-12-19 17:31:47 +00:00
d41f933e7b
Implement swimming/gliding including AABB recalculation ( #4446 )
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- The following events have been added:
- PlayerToggleGlideEvent
- PlayerToggleSwimEvent
- The following API methods have been added:
- Entity->getSize()
- Living->isSwimming()
- Living->setSwimming()
- Living->isGliding()
- Living->setSwimming()
- Player->toggleSwim()
- Player->toggleGlide()
2021-12-19 17:10:41 +00:00
44e8603a6d
InGamePacketHandler: fixed borked sneak/sprint after switch to PlayerAuthInputPacket
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closes #4659
2021-12-19 00:52:53 +00:00
d487e43766
InGamePacketHandler: fixed block breaking borked by enabling PlayerAuthInputPacket
2021-12-15 04:01:40 +00:00
292827a311
Switch to PlayerAuthInputPacket for movement handling
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sticking with the non-rewind version for now, for simplicity's sake.
We do want the rewind version at some point for server side knockback, but that's a job for later.
For now, using this packet fixes various problems with slightly-incorrect positions and rotations (e.g. AimTP no longer requires you to jump to get the exact correct rotation; previously it would hit the wrong block at long distances due to errors of a fraction of a degree due to the client not sending its position.
Note that this might cause some performance degradation since the packet is sent every tick. This has yet to be assessed, but the advantages offered are undeniable in any case.
2021-12-09 13:53:53 +00:00