Commit Graph

240 Commits

Author SHA1 Message Date
937bb4c6ce Merge branch 'stable' into next-minor 2022-04-28 21:00:23 +01:00
27056b6c37 Player: creative players should not be damaged by the void (#4978) 2022-04-21 16:39:36 +01:00
df33e179e5 Player: fixed chat newlines denial-of-service vulnerability
irresponsibly reported in #4974

closes #4974
2022-04-20 13:01:05 +01:00
7d1464f0a1 Merge branch 'stable' into next-minor 2022-03-28 17:18:54 +01:00
901449b0b1 Player: simplify PlayerItemHeldEvent calling on content change
the second parameter to this callback is the OLD slots, not the changed slots. This means that ALL slots are included, including empty and unchanged slots.
2022-03-23 13:47:01 +00:00
a9f2766a8b Merge branch 'stable' into next-minor 2022-03-23 13:39:41 +00:00
ea33a04d00 Player: ensure that PlayerItemHeldEvent is called when the contents of the held slot changes
in PM3, this was done by implicitly relying on the client to send a MobEquipmentPacket selecting the same hotbar slot when the slot contents changes.
In PM4, we avoid relying on this, and fire the event directly when the listener detects a held slot change.
This ensures that the behaviour remains consistent regardless of what the client starts doing in the future.

closes #4905
2022-03-22 16:53:02 +00:00
ab93135b84 Merge branch 'stable' into next-minor 2022-03-22 15:49:58 +00:00
856fd2a33b fix PHPStan failures 2022-03-09 17:26:05 +00:00
90a369f0b6 Humans can now do emotes (#4610)
added the following API methods:
- Human::emote()
2022-03-03 18:19:30 +00:00
b9f1bcf0e4 Implement PlayerViewDistanceChangeEvent (#4749)
closes #4550
2022-01-25 18:00:26 +00:00
419bb9eba6 Player: fixed parameter name inconsistency 2022-01-22 01:33:31 +00:00
373880e582 Replace disallowed operators in src/player/ 2022-01-20 19:16:00 +00:00
e04dfe96af Merge branch 'stable' into next-minor 2022-01-01 17:55:17 +00:00
c8247786d7 Player: check chat length check with strlen() before mb_strlen()
mb_strlen() is O(n), whereas strlen() is O(1). If we receive very large chat messages (e.g. 2 MB), mb_strlen() will take a very long time to return a result (around 8ms on my machine).
Since the max size of a UTF-8 character is 4 bytes (according to standard), we can use strlen() with 4x the char limit to gate it and prevent this from happening.
2022-01-01 16:46:00 +00:00
f486b5f4a7 Player: fixed fall damage when sprinting down stairs (#4685)
Due to the way positions are updated over the network, we only see the end result of a movement and not its preceding actions. In addition, we don't know for sure whether the MCPE collision checks work the same exact way as PM.

TL;DR: It's possible for the client to capture and send a movement frame after they collided with a step and then already moved forward from it some distance, resulting in a weird arc pattern.

This PR checks the range between the old and new positions for collision boxes to ensure that all possible areas are checked for detecting fall damage.

This has been tested and successfully resolves various issues involving running down stairs:
- missing sounds
- random fall damage
2022-01-01 15:41:19 +00:00
207f7ec309 Player: avoid unnecessary network updates on repeated calls to setAllowFLight(), setHasBlockCollision() and setAutoJump() 2021-12-29 20:22:16 +00:00
5c994e4a24 Player: removed an old hack for setFlying() feedback loop
this is no longer a concern, since we now check if the sent state matches the current state before doing anything, at multiple layers.
2021-12-29 18:41:11 +00:00
d94578a420 Player: remove dead TODO comment 2021-12-29 18:32:53 +00:00
7124d44b92 Player: prevent PlayerToggle(Sprint|Sneak|Fly|Glide|Swim)Events from firing multiple times with the same value
this happens with swimming due to bugs in the client.
2021-12-29 17:24:49 +00:00
87170ab067 Player: move reach distances to constants 2021-12-27 17:32:04 +00:00
74ac0f5862 Player: move max chat length to constant 2021-12-27 17:06:19 +00:00
f5144d49b1 Merge branch 'stable' into next-minor 2021-12-27 16:52:22 +00:00
8943d8a2a7 Player: fixed maximum message size limits to match vanilla bugrock 2021-12-27 16:51:47 +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
4b06fe73f2 Merge branch 'stable' into next-minor 2021-12-14 22:54:39 +00:00
45c4a9673d Player: fixed arm swing animation not showing during attack cooldown of victim
closes #4650
2021-12-14 19:03:42 +00:00
ce54d268f2 Player: allow controlling client-sided block collisions irrespective of Spectator Mode (#4563)
- Added the following API methods:
  - `Player::hasBlockCollision()`
  - `Player::setHasBlockCollision()`

This enables spectator-like noclip behaviour in other gamemodes (could be useful for builders).
2021-12-06 21:14:22 +00:00
c7beb0a702 Clean up inventory auto close mess from PM3
on PM3 there was no concept of 'current window', we had no idea which window the player was actually looking at.
2021-11-08 23:51:25 +00:00
5be429a8c4 Ensure inventories get evacuated on server-side window close 2021-11-08 23:48:05 +00:00
ab002ca06d Improved handling of temporary inventory windows
evacuation behaviour is now consistent regardless of who is doing it
2021-11-08 23:36:58 +00:00
45edb94607 Crafting tables now work the same way as anvils and enchanting tables
Removing almost all special-case logic for crafting tables.
2021-11-07 16:20:07 +00:00
b8523f7a18 Player: fix the fix which just degraded performance
if a chunk was requested for generation, count++ and count(activeRequests)++, which means that we would only get to submit half as many generation requests as we're allowed to.
Calculate the limit at the start and remember it instead.
2021-11-06 01:00:35 +00:00
640e88009b Player: fixed a mistake in generation rate limit
we don't want to allow sending further chunks when we haven't generated near ones, because we won't be able to see them anyway, and we might end up not needing them.
This now fully matches the results of PM3.
2021-11-06 00:57:37 +00:00
0989c77037 Player: check that horizontal distance travelled is > 0 before adding exhaustion, or triggering a new chunk order
closes #4548
2021-11-05 15:46:55 +00:00
5107d0df4e Player: cap maximum number of active generation requests
this fixes the horrible spotty chunk loading seen in https://twitter.com/dktapps/status/1456397007946461190?s=20.
In practice, this made chunks invisible on teleport for several tens of seconds after teleporting. Having a larger chunks-per-tick with large render distance compounded to worsen the problem.
It wasn't really noticeable on small render distances, but very obvious on large ones with fast chunk sending and slow generation.

This also fixes #4187 (at least to the extent that it works on PM3, anyway).
2021-11-05 15:09:42 +00:00
2405e45b35 Player: mark as not using item when held item slot is changed
closes #4538
2021-11-03 21:26:20 +00:00
ef82a2cd79 Fixed PlayerEmoteEvent::setEmoteId() being useless 2021-11-02 23:10:26 +00:00
87031627bf Do not call PlayerEmoteEvent if rate limit was reached 2021-11-02 23:09:43 +00:00
f066199971 Implement emote support (#4523) 2021-11-02 23:04:55 +00:00
e34364412b Replace InvalidStateException usages with InvalidArgument or LogicException 2021-11-02 16:05:54 +00:00
ede4157814 Check to see if the player can start using the Releasable item. (#4532) 2021-11-02 14:36:16 +00:00
804fb3f603 Merge commit 141fbde660 2021-11-01 17:39:40 +00:00
46b7d35cd3 Player: return from callback if used chunk status is not REQUESTED_GENERATION()
this can happen especially on large render distances when flying fast and changing direction - we decide we don't want the chunk, then, after changing direction and re-ordering chunks, we decide we do want it again, and end up registering a second callback. In this case, we need to ensure that only one of the callbacks gets executed (it doesn't matter which one).
2021-11-01 01:45:49 +00:00
bd60e41268 Revert "Revert "Player: do not re-request the same ungenerated chunks multiple times""
This reverts commit 3265d3f6b4.
2021-10-31 22:57:56 +00:00
3265d3f6b4 Revert "Player: do not re-request the same ungenerated chunks multiple times"
This reverts commit 866020dfdb.

For some fucking reason this broke resending chunks in some cases (and
sending chunks at all in others). I don't have time to debug this right
now, so it's going to have to remain broken, infuriatingly enough.
2021-10-31 21:25:21 +00:00
866020dfdb Player: do not re-request the same ungenerated chunks multiple times
this doesn't affect chunk resends, since they'll be kicked back to NEEDED, which is detected by orderChunks().
2021-10-31 18:52:37 +00:00
4f816d03a7 SurvivalBlockBreakHandler: remove useless code 2021-10-30 21:35:58 +01:00
8a2ecfe1d4 Merge branch 'stable' 2021-10-29 19:04:01 +01:00
6d89265510 Player: reduce code duplication
back when this was just hardcoded >> 4 everywhere, nobody thought anything of it, but now it uses constants, it's easy to cross-reference and see where the duplicates are.
2021-10-26 23:02:50 +01:00