Commit Graph

132 Commits

Author SHA1 Message Date
ec6769a6fc Modernize private property declarations in src/entity 2022-05-17 20:42:17 +01:00
6e372d9e36 Entity: fixed setNameTagVisible not having immediately visible effect 2022-05-01 14:54:41 +01:00
d1dfbd95e2 Entity: workaround teleport client bug #4394 by despawning and respawning the entity (#4870)
this is a sucky solution but it works well enough for this scenario.

From my research it appears that while the client-side MovementInterpolator is active on the client and hasn't yet reached its target, any teleport sent during the lerp will get overridden by the lerp.
This appears to last 3-4 ticks (about 150-200 ms) which explains why this can be reproduced by stopping movement just before the ender pearl lands (human reaction times would make the reproduction unreliable otherwise).

Things to note:
- All entities are affected by this bug.
- MovePlayerPacket appears not to have the problem, but we can't use it because it doesn't work for non-players.
- MoveActorAbsolute and MoveActorDelta are both handled by the same code and will have the same lerping bug.

This is the cleanest solution I could come up with.
2022-04-08 23:12:01 +01:00
2b8a54f8ff Entity: added a guard to prevent __construct() from running multiple times
this typically happens due to flawed logic in child classes in plugins which causes parent::__construct() to get called multiple times.
2022-03-22 15:33:31 +00:00
5c0eb92d81 Entity: harden setRotation(), setMotion(), addMotion() and teleport() against NaN/INF values 2022-03-09 22:36:44 +00:00
1e88412a8f Entity: harden constructor against dodgy locations containing NaN/INF components 2022-03-09 22:31:24 +00:00
5ef73ca9aa Entity: Remove outdated comment 2022-03-09 18:02:57 +00:00
8f525ab399 Replace disallowed operators in src/entity/ 2022-01-20 19:14:28 +00:00
e04dfe96af Merge branch 'stable' into next-minor 2022-01-01 17:55:17 +00:00
54d6b83fc2 Entity: pass the appropriate value for AFFECTED_BY_GRAVITY 2022-01-01 15:39:46 +00:00
62afa2f28d Entity: extract getBlocksIntersected() from getBlocksAroundWithEntityInsideActions() 2021-12-29 23:04:54 +00:00
c858c0dc79 Merge remote-tracking branch 'origin/stable' into next-minor 2021-12-27 16:09:20 +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
e3614d1a82 Entity: fixed game performance issue with large scale entities
this->size refers to the scaled height, but the client wants the base (unscaled) size in these properties.
This caused immense lag when, for example, setting the scale of a player to 10, because their collision box would become 180 by 60, instead of the expected 18 by 6.
2021-12-18 22:38:45 +00:00
ea1fceece2 Merge branch 'legacy/pm3' into stable 2021-12-14 23:15:53 +00:00
c6c992a1f0 Preparations for negative Y support 2021-11-08 17:28:22 +00:00
e34364412b Replace InvalidStateException usages with InvalidArgument or LogicException 2021-11-02 16:05:54 +00:00
a78248a19c Merge commit '71f2a34616961d6328f06fd911b6d4450a61643e' 2021-11-01 17:33:02 +00:00
8a2ecfe1d4 Merge branch 'stable' 2021-10-29 19:04:01 +01:00
32a34d2494 Location: change order of constructor parameters
to be consistent with Position::__construct() and Location::fromObject() (although Location::fromObject() has no choice, thanks to the anti-feature known as late static binding ...)
2021-10-29 15:43:09 +01:00
c77829f4ad Migrate packet creation to use ::create() methods in all but one case
MovePlayerPacket doesn't yet have a ::create() due to a complication with fields that aren't always present.
2021-10-23 01:46:01 +01:00
c773e43eda Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef 2021-10-23 01:16:45 +01:00
aa53dc6709 Entity: fixed network properties not updating when fireTicks changes
another bug that LBSG knew about, but didn't report. :/
2021-10-09 23:57:37 +01:00
4111d92b98 Stop hardcoding chunk dimensions everywhere (#4443) 2021-09-10 16:13:25 +01:00
931c3ed77d Entity: fixed current movement not being accounted for in fall height
this caused incorrect damage when falling from heights, as well as a bug in #4434.
2021-09-06 12:53:52 +01:00
956780c6a6 Entity: add getters and setters for fallDistance 2021-09-05 23:59:04 +01:00
ded778f422 Implemented bed bouncing 2021-09-05 20:11:49 +01:00
d329bfb25d Entity: rename movX/movY/movZ to wantedX/wantedY/wantedZ
this makes the code much easier to understand.
2021-09-05 14:06:53 +01:00
73cc841d0b Entity: rename checkBlockCollisions() to checkBlockIntersections() 2021-09-05 14:00:27 +01:00
8be1f34736 Entity: Rename fall() to onHitGround(), and make it protected
this had no business being exposed to public API in the first place.
2021-09-05 13:36:40 +01:00
6ecad153ea Entity: remove fallDistance parameter from fall() 2021-09-05 13:34:43 +01:00
7e82cafdeb Entity: remove a bunch of commented code that no one cares about 2021-09-05 13:27:48 +01:00
6e68e99ec0 Added PlayerEntityInteractEvent (#4374) 2021-08-24 11:56:10 +01:00
83805a3406 Entity: use match in checkObstruction() 2021-08-17 20:44:49 +01:00
91d54ff0ad Removed unnecessary and/or obsolete GC hacks
the intent of these hacks was to break cyclic references to avoid having objects lingering in memory. However, all of the stuff that's being removed in this commit no longer has any effect anyway, due to the fact that these things don't circularly reference each other anymore. Notably, Tile inventories now keep Position instead of a Tile ref.
2021-06-30 19:16:25 +01:00
11b483f2dc Inline EntityDataHelper::createBaseNBT()
this is only used for saving entity data now, and its presence here is allowing plugin devs to keep abusing it.
2021-06-19 18:45:21 +01:00
5a14c1cb89 Entity: don't rebuild metadata every tick unless an associated property changed
this should improve performance back to PM3 levels.
2021-05-17 20:05:52 +01:00
094c949e86 Entity: fixed extremely stupid bug with player respawning after ragequit 2021-05-11 19:08:56 +01:00
652de2632a Rough OffHand implementation
this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
69cb0ba1bb Entity: don't flag as closed until just before cycle destruction
this allows stuff that requires a non-cycle-destroyed state to still operate during onDispose().
2021-03-19 01:00:49 +00:00
053a7a1a61 Entity: split getSyncedNetworkData() into two functions
to avoid opaque boolean parameters
2021-01-08 13:59:52 +00:00
e53b57732b Entity: replace separate height/width/eyeHeight fields with an EntitySizeInfo structure
this will make it easier to implement stuff like sleeping (properly), swimming and gliding without needing to duplicate all the fields.
2021-01-08 00:11:01 +00:00
793081d803 Entity: assume that position has a valid World during setPosition() 2020-12-27 19:20:37 +00:00
bcc3e87730 Timings: rename core timers to remove 'timer' from the names
this makes them shorter and more consistent.
2020-12-23 17:52:25 +00:00
dd58a95ae5 Move last-known-position tracking to World instead of Entity 2020-12-10 18:28:40 +00:00
e925423749 Entity: fix chunk tracking consistency issues, fixed attempted chunk loading in origin world when teleporting to a different position in a different world 2020-12-10 18:13:18 +00:00
d728160a77 Removed the cycle between Entity and Chunk
it's now the World's responsibility to manage adding/removing entities from appropriate chunks. Entities no longer know or care that chunks exist.
Entity->checkChunks() remains as-is for backwards compatibility - now it just calls the world to sync its position.
2020-12-05 00:59:16 +00:00
999defd20d World: remove create params from loadChunk() and loadChunkAtPosition() 2020-12-03 18:49:14 +00:00
1e7f9214cc Entity: flag for despawn if entering ungenerated terrain
previously this created an empty chunk for the entity to hang around in until the terrain was generated, but that's problematic for several reasons, most importantly the fact that non-generated chunks are not saved.
2020-12-03 18:36:54 +00:00
10067c1043 Improve painting performance
these really shouldn't hit the CPU at all considering they are simply static objects ...
2020-12-01 23:31:38 +00:00