a73c54bdd0
making tile spawn compound cache use CacheableNbt instead of strings
2020-05-04 12:35:13 +01:00
d3dcb8a4e3
moving entity attack sounds to server-side
2020-05-04 11:50:42 +01:00
8682ea35f7
Introduce some (not great) API for entity animations
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while this API is a bit yucky, it's a step forward for protocol isolation and offers the possibility of controlling animations by adding events.
2020-05-01 13:57:26 +01:00
2964a4be35
making BlockPunchSound server-controlled
2020-05-01 12:23:00 +01:00
1969766b70
Nix some client-sided sounds, control them from the server
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this is a necessary step to knock out the implicit assumption that every player is using the same protocol.
2020-05-01 11:52:32 +01:00
adadd5423d
move force-close crafting grid hack to InGamePacketHandler
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the crafting transaction implementation has no business caring about this
2020-04-29 16:54:23 +01:00
f9a587d40e
imports cleanup
2020-04-28 17:27:38 +01:00
a97cafd4f6
moving serializers into protocol namespace
2020-04-27 13:54:39 +01:00
f3d7c320a1
move SkinAdapter stuff to convert package
2020-04-23 15:46:37 +01:00
ebcfab4b61
NetworkInventoryAction: move type translation to TypeConverter
2020-04-23 15:40:23 +01:00
18d48869a0
the great airgapping of recipes and itemstacks
2020-04-23 14:11:48 +01:00
86e051b7bf
Merge commit 'a2543ff80d2906bccda1a4e2fdbd9d8e7d147fb3'
2020-04-18 17:33:05 +01:00
3e5d3a646b
Make use of BadPacketException::wrap()
2020-03-23 21:28:38 +00:00
c9e8598510
InGamePacketHandler: do not handle inbound ActorEvents that are not for self
2020-03-13 15:19:32 +00:00
55e3b9ed91
InventoryManager: avoid feedback loop when closing inventory
2020-02-12 16:35:57 +00:00
4014f9a4f2
InventoryManager: be aware of client-side state when syncing slots
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this eliminates feedback loops during client-initiated slot changes, and also makes it possible to have a SlotChangeAction anonymous from its initiator.
2020-02-11 21:12:18 +00:00
ce42ca958e
InGamePacketHandler: do not execute use-item action if already using item, fixes #3246
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the useHeldItem() sets the using-item flag back to true immediately after consumeHeldItem() sets it to false, which caused this bug.
stable has the same problem, but the effects don't show due to a well timed MobEquipmentPacket (a happy accident).
2020-02-09 12:13:15 +00:00
bfdfa4184b
Merge branch 'stable'
2020-02-08 09:33:56 +00:00
fb1126797a
Merge branch 'stable'
2020-02-07 18:13:55 +00:00
e66197036d
InGamePacketHandler: drop transactions with 0 actions without trying to execute them
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often we throw out actions that have no value, which can lead to an empty transaction and re-syncing the inventory. This happens every time we interact with the creative inventory in 1.13+, which causes items to appear to vanish when taking them from the creative menu.
The correct fix for this is to resend only the slots affected by SlotChangeActions, but this fix will suffice for now without rewriting everything.
2020-01-25 18:10:37 +00:00
67bcc1c0fb
phpdoc armageddon for master, pass 1
2020-01-22 11:55:03 +00:00
4651bcf8c3
master: imports cleanup
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it was easier to make an empty merge and re-run php-cs-fixer afterwards.
2019-12-11 23:23:03 +00:00
c85c1c3c3f
Merge commit '82d9e481d2a0a389fbbc6dfd3672fc366127febc'
2019-12-11 23:06:35 +00:00
3fa628f259
updated NBT dependency
2019-12-09 11:26:43 +00:00
464b2116a6
Merge remote-tracking branch 'origin/stable'
2019-10-01 14:41:54 +01:00
2d4a32fc77
first look at separating Entity and Location
2019-08-19 17:20:34 +01:00
53ab860db5
first shot making Block not extend Position
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this makes some stuff a lot less pretty, but this seems to be the bare minimum necessary to do this task. It can be enhanced later.
2019-08-05 16:44:09 +01:00
5499ac620c
Removed pocketmine subdirectory, map PSR-4 style
2019-07-30 19:14:57 +01:00