Commit Graph

621 Commits

Author SHA1 Message Date
8228774ad4 Remove extra data, this time without API breaks
this is necessary because the next MCPE release will probably be made before the next PM release.
2018-05-02 12:08:44 +01:00
f47f593555 Level: Removed fire hack from destroyBlockInternal()
this was causing unexpected behaviour particularly on burning trees, whereby fire would be unconditionally extinguished if the block below it was removed.
2018-04-10 09:59:40 +01:00
e85fc54037 LevelSoundEventPacket: found unknown field
wtf mojang
2018-04-07 11:35:35 +01:00
5b7b2dd0e2 Merge changes from ALPHA11 for 1.2.13 2018-04-04 11:31:39 +01:00
5ce55bd3b0 duct tape for block ID remapping 2018-04-04 11:00:39 +01:00
eba1ca030c Fix variadic type docs ...again
PhpStorm changed its mind how it wants these documenting in 2018.1, and apparently the correct syntax follows the PHP code.
2018-04-02 12:33:24 +01:00
c0c684b12e Removed the need for paintings to check for destruction on schedule
Since we have a mechanism for triggering things on entities anyway, make use of it to do more than just forcing movement updates.
2018-03-25 13:15:10 +01:00
73e09392b6 Timings: Clean up some terrible code, move namespaces 2018-03-19 19:05:51 +00:00
ac5a91b67e Cleaned up bool comparison mess 2018-03-19 14:10:55 +00:00
7fcc538a75 Level: clone Block object passed to setBlock() if set successfully
closes #2042
2018-03-17 16:35:10 +00:00
9c786089f8 Level: don't create objects which aren't going to be used 2018-03-16 13:00:16 +00:00
e3cae7364f Level: don't send empty block update batches 2018-03-16 12:58:46 +00:00
d542bbc736 Level: Fixed race condition between direct and batched block updating
This happened when a block was set into the world with a direct update, when an entry for that block was already present in the changedBlocks map. This fixes the bug by removing the entry from the changedBlocks map to avoid sending outdated block updates in batches.
2018-03-16 11:44:57 +00:00
596c8a7b4f Tile: Removed cyclic dependence on Chunks
Chunks were used by tiles for a couple of things:
- 1. for coordinates - which can be gotten using bitshifts
- 2. setChanged() - which is unnecessary as seen in the previous commit

Removing this circular dependency was actually remarkably easy to do.
2018-03-15 10:21:42 +00:00
a2af838b1d Level: fixed autosave not kicking in when entities are updated in a chunk (e.g. moving, dying, spawning) 2018-03-15 09:46:04 +00:00
86eee429bb Block: Split onUpdate() into several functions, removed Level::BLOCK_UPDATE_* constants
This allows the removal of lots of ugly code, and also exposes lots of similarities with how this update type was handled. This can be further improved in the future to more generically handle cases.

I realized in the process of changing this, that it might actually be simpler to treat to treat scheduled updates and neighbour updates as one and the same. They use the same mechanism for being saved on chunks (TileTicks),
and doing that would make updating only require one queue instead of two.

RedstoneOre: use onActivate() to trigger glowing
this is not technically correct behaviour, but this preserves the current behaviour.
2018-03-13 17:29:46 +00:00
4f20a504e3 Level: remove dead function
this is handled by a queue now instead of ondemand, to avoid recursion bugs.
2018-03-13 11:46:23 +00:00
00f596c4f8 Level: typehint hashing methods 2018-03-11 16:42:57 +00:00
3f7b14bf59 Level: Remove dead generator leftovers
This is all handled by the population mechanism now. Nothing uses these things anymore since years.
2018-03-11 13:56:41 +00:00
40b995a435 Level: Fixed botch-job PR #2089
@zKoz210 Do not contribute to this repository again without first testing your changes.
2018-03-10 19:08:30 +00:00
b39bbffdc5 Entity: Moved and renamed entity\Item to entity\object\ItemEntity 2018-03-10 12:36:46 +00:00
bd3d2451bc Level: Added getRandomTickedBlocks() function (#2089) 2018-03-10 11:32:01 +00:00
1f77c074e9 Level: Unload chunks prior to save() to avoid saving chunks twice on shutdown
save() calls saveChunks() which saves any chunks found to be modified. But chunk unloading does this anyway, so it's better to unload first and then trigger the save mechanism, to avoid saving chunks twice.
2018-03-07 19:47:54 +00:00
2ff3b12376 Cleaned up projectile "collide" checks 2018-03-04 12:19:41 +00:00
9d018e8d9e Level: cleaned up chunk loading error handling, close #2056
This now removes logging from the level providers (for the most part) and replaces it with exception throws and catches. The implementation using the providers should catch these exceptions if they are thrown.
2018-03-01 12:30:12 +00:00
f0535df96d Remove deprecated things 2018-02-27 11:59:16 +00:00
e7adaef2d2 Level: fix syncChunkLoad timer not getting stopped when no chunk is returned 2018-02-20 10:39:41 +00:00
7fc3eeab00 Level: Remove redundant null checks for Item->getBlock()
this is typehinted to return Block, so these checks are pointless.
2018-02-16 10:45:54 +00:00
e7e4645c0b Fixed a wide range of bugs with floating-point coordinates getting incorrectly int-casted
This causes lots of bugs in negative coordinates.

This fixes #1789 after world load & save.
2018-02-15 10:27:42 +00:00
a84aba5517 Replaced some bad usages of Vector3 get*() with their respective getFloor*() 2018-02-14 18:45:10 +00:00
cacd0f5d8f Level: fixed global packet mechanism spamming empty batch packets every tick
This also spammed to nobody when the level is empty.

Closes #2020.
2018-02-14 09:12:07 +00:00
6c8a1a5b80 Item: Remove redundant Level parameter from onActivate()
there are three other sources this could be gotten from, an arbitrary level doesn't make sense.
2018-01-25 10:15:36 +00:00
ecb3f9aeac Level: Allow broadcastLevelEvent() to accept a null position to broadcast to everyone in the Level 2018-01-21 17:41:00 +00:00
f0696f77ef Level: Added global packet broadcast mechanism 2018-01-21 17:40:31 +00:00
d728154e87 Level: Fixed entities getting deleted when switching levels
So this came from a bugfix (795d6c8ddf) which fixed a memory leak related to entities getting kill()ed on chunk unload.
HOWEVER, me2016 did NOT realize that this code is actually entirely pointless and causes unexpected behaviour.

removeEntity() is used in 2 places in the core code:
1. in Entity->close() (so close() doesn't need to be called again, obviously)
2. in Entity->switchLevel() (which then causes the entirely unexpected behaviour of close()ing the entity on level change.

Conclusion: This code is pointless. This fixes the bugfix.
2018-01-17 11:30:59 +00:00
6f6e3aaa21 Fixed projectiles collding with spectator players
closes #1857
2018-01-17 10:57:04 +00:00
fe4b5498e6 Level: Fixed 2D block cache not getting counted correctly
Fixes #1903
Closes #1906, which, while a pretty solution, is very inefficient (see PR discussion). This is an optimization of microscopic proportions, but the point still stands.
2018-01-12 11:02:43 +00:00
71d11c73f0 Math: Kill BlockIterator, added a VoxelRayTrace class with level-independent generator functions (#1885)
This is a rather larger commit than I'm happy with, but oh well.

This kills off the enormously overcomplicated BlockIterator and replaces it with a VoxelRayTrace class containing ray tracing generator functions. These functions are independent of any Level. They yield Vector3 objects with current ray trace positions to allow implementations to handle the intercepted blocks in their own ways.

Living->getLineOfSight() now uses VoxelRayTrace instead of BlockIterator.
2018-01-10 20:14:36 +00:00
c62e1abf2f Kill the instabreak anti-cheat
This is annoying and it requires that the server must match this precisely to not cause bugs. Additionally, this code shits its pants when the client hits a spot of network lag.

This can be implemented easily as a plugin. There is no reason whatsoever for this to be in the core.
2018-01-05 19:43:51 +00:00
8fbd0e58f0 Level: Fixed possible crash with changed blocks handling
Since chunks are unloaded before changed blocks are processed, there is a small chance that a block might get changed in a chunk, and then get unloaded due to not being in use, before the updates are broadcasted.
This is unlikely to ever happen since chunks usually don't get unloaded unless they don't have loaders anyway, but it could happen (?) if a chunk is forcefully unloaded.
2018-01-05 13:46:21 +00:00
0f30467f62 Added Level->dropExperience() and API for splitting XP into orb sizes 2018-01-04 19:32:54 +00:00
f963dbd10d Level: Added getNearestEntity()
This may be used for AI in the future.
2018-01-04 19:10:43 +00:00
3a0cbd1cd4 Block: Cleaned up double-block break handling, close #1862, close #1525
This now removes the need for recursing around for structures comprised of multiple blocks. Instead, override getAffectedBlocks() to return all blocks that need to be deleted when the current block is deleted, and make sure that only one half of the block drops something. When a player breaks one of the blocks, all the blocks affected by that block will also be destroyed, creating particles and sounds where appropriate.

This fixes creative drops for double plants and beds.
2018-01-03 13:01:05 +00:00
70982c145b Level: Clarified documentation for loadChunk() and changed misleading parameter name 2018-01-02 18:08:43 +00:00
417f2d8998 Level: Clarified documentation on getChunk() 2018-01-02 18:05:30 +00:00
7339c4ac2f Player: Fixed not being able to interact with blocks in adventure mode, close #1848
This allows other undesired behaviour like flint&steel, buckets to work in adventure mode when they shouldn't, but that's a bug for another time.
2018-01-02 16:26:59 +00:00
9a956692de Fixed wasteful throwaway objects used for spawn positions 2018-01-02 12:21:11 +00:00
41873bb115 Merge PR #1864: LevelProviders refactor 2018-01-02 11:47:11 +00:00
872df446bd Level: Remove redundant duplicate condition in unloadChunk() 2018-01-02 11:16:20 +00:00
376a615634 thanks for the warning PhpStorm... not 2018-01-02 11:14:01 +00:00