Commit Graph

128 Commits

Author SHA1 Message Date
b5cfab497d Clean up inventory content syncing, fixes #5441
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
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
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
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
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
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
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
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
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
closes #4825
2022-02-22 16:46:23 +00:00
b26b1cd32f Fixed swimming hitbox glitch
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
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)
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
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
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)
- 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
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
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