14305 Commits

Author SHA1 Message Date
Dylan K. Taylor
8f803df511
World: check population locks _after_ checking if the chunk is already populated, not before
this led to another case where a population request would be queued up for an already-populated chunk for no reason.
2021-10-31 23:54:27 +00:00
Dylan K. Taylor
f4a3c40b5c
World: use better variable names in orderChunkPopulation() 2021-10-31 23:48:00 +00:00
Dylan K. Taylor
9dec82cdbc
World: fixed requestChunkPopulation() queuing requests for chunks which are already populated
this led to chunk sending getting bogged down if there were more than population-queue-size chunks waiting to be generated.
2021-10-31 23:40:34 +00:00
Dylan K. Taylor
74031d2fbe
World: remove the fulfilled promise from the population request map
fixes crash when unregistering chunk loaders
2021-10-31 23:05:12 +00:00
Dylan K. Taylor
bd60e41268
Revert "Revert "Player: do not re-request the same ungenerated chunks multiple times""
This reverts commit 3265d3f6b4d6705276b56fab5f765e2f97b5d992.
2021-10-31 22:57:56 +00:00
Dylan K. Taylor
96cfdc79b8
World: fixed original promise not getting fulfilled if the chunk became populated=true after a promise was already made (but not fulfilled) to populate it
this could happen if a plugin calls setPopulated(true) on a chunk after a request for its population landed in the queue, but before it actually got processed. In that case, the promise would never get fulfilled.
2021-10-31 22:54:37 +00:00
Dylan K. Taylor
2fa0a914ff
World::orderChunkPopulation() may return a pre-resolved promise
this does not indicate a failure; it indicates that the chunk has already been successfully populated.
In this case, we shouldn't be putting the task back on the queue.

This is skirting around the real bug, which is that requestChunkPopulation() doesn't check if the target chunk is already populated before it creates a new promise that it will be.
2021-10-31 22:51:37 +00:00
Dylan K. Taylor
08636d079d
Promise: expose isResolved() 2021-10-31 22:48:52 +00:00
Dylan K. Taylor
3265d3f6b4
Revert "Player: do not re-request the same ungenerated chunks multiple times"
This reverts commit 866020dfdb06434b4f361a4a0f0faf7a89c30ed2.

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
Dylan T
0f78a2b5ef
Advisory chunk locking for chunk population (#4513)
this allows chunks locked for population to be modified. If the PopulationTask detects that the chunk was modified during the onCompletion(), the result of the population will be discarded and rescheduled, so that it includes user modifications.
2021-10-31 21:11:20 +00:00
Dylan K. Taylor
f1a791ef75
Improved Promise API - separate resolver and consumer APIs
this makes creating a promise slightly more cumbersome, but I'm more concerned about people who might try to call 'new Promise' directly.
2021-10-31 19:49:57 +00:00
Dylan K. Taylor
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
Dylan K. Taylor
c580bb2434
InGamePacketHandler: mark player as not using item in more cases
fixes #4355
2021-10-31 14:41:31 +00:00
Dylan K. Taylor
4fe3f69702
World: eliminate final remaining 'no loaders attached' debug message on player creation 2021-10-31 14:33:27 +00:00
Dylan K. Taylor
018006541e
changelog: mention block-picking changes
[ci skip]
2021-10-31 14:12:12 +00:00
Dylan K. Taylor
fbb91d123d
World::unregisterChunkListenerFromAll(): go through unregisterChunkListener()
this ensures that everything gets cleaned up properly (e.g. player chunk listeners).
2021-10-31 14:03:40 +00:00
Dylan K. Taylor
3dc75644d9
World: avoid duplicated logger code in initChunk() 2021-10-31 14:02:25 +00:00
Dylan K. Taylor
1cabe4baf3
World: do not crash on duplicate tiles loaded from disk
closes #4049
2021-10-31 13:58:32 +00:00
Dylan K. Taylor
73dc0598e4
CrashDump: remove derp space 2021-10-30 23:22:37 +01:00
Dylan K. Taylor
faad2365e2
World: Register a temporary chunk loader on chunks used by PopulationTask
fixes #3839
2021-10-30 22:17:06 +01:00
Dylan K. Taylor
4f816d03a7
SurvivalBlockBreakHandler: remove useless code 2021-10-30 21:35:58 +01:00
Dylan K. Taylor
1d22761d27
Remove useless newline 2021-10-30 21:25:47 +01:00
Dylan K. Taylor
5b8ce7e3e2
Cake: fixed desync on cancellation of eating
closes #3591
we don't support eating in creative right now, but the cake shouldn't appear to be eaten when it's not.
2021-10-30 21:02:24 +01:00
Dylan K. Taylor
08f3c18de9
Arrow: do not add pickups to creative players' inventories
closes #2932
2021-10-30 17:16:46 +01:00
Dylan K. Taylor
141fbde660
Player: fixed getting re-banned on rejoin after unban from hardcore death
closes #2175
2021-10-30 16:58:03 +01:00
Dylan K. Taylor
465a509858
World: remove spammy debug message 2021-10-30 16:13:01 +01:00
Dylan K. Taylor
69952ae2af
Human: limit lifetime total XP range to INT32_MAX
closes #4484
2021-10-30 16:05:10 +01:00
Dylan K. Taylor
71f2a34616
Entity: spawnTo() must silently swallow errors
Player->showPlayer() assumes that spawnTo() will take care of all the checks necessary to ensure we don't actually spawn a player to someone it shouldn't be able to see. In PM3, there's nothing we can do about that.
This could be a problem if anything decides to override spawnTo() to do additional stuff and assumes that the function will always succeed; however, there's not much reason to do that (plugins sending packets should override sendSpawnPacket() instead).
2021-10-30 15:38:27 +01:00
Dylan K. Taylor
63dfcc60c3
4.0.0-BETA9 is next 2021-10-29 22:35:23 +01:00
Dylan K. Taylor
428bd5ae91
Release 4.0.0-BETA8 4.0.0-BETA8 2021-10-29 22:35:15 +01:00
Dylan K. Taylor
d17cd65803
3.25.2 is next 2021-10-29 22:23:28 +01:00
Dylan K. Taylor
a8d5e8c5f6
Release 3.25.1 3.25.1 2021-10-29 22:23:22 +01:00
Dylan K. Taylor
19f448d074
pocketmine/math 0.4.0 2021-10-29 21:56:56 +01:00
Dylan K. Taylor
1c18c731ef
bootstrap: check for zlib raw support in leveldb 2021-10-29 19:15:12 +01:00
Dylan K. Taylor
8a2ecfe1d4
Merge branch 'stable' 2021-10-29 19:04:01 +01:00
Dylan K. Taylor
089e62b44e
Entity::spawnTo(): verify that the target player belongs to the same world as the entity
this should never be hit in the PM case, but it's an InvalidArgument rather than AssumptionFailedError because plugins can and do call this with bad things.
2021-10-29 18:54:00 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
ee9f5e0044
Location: make __construct() parameters mandatory
I did consider allowing yaw/pitch to remain optional, but considering the implicit immutability of Location, it really doesn't make any sense to create a Location with default yaw/pitch - just create a Position in that case instead.
2021-10-29 15:40:58 +01:00
Dylan K. Taylor
88b7389080
InventoryManager: reduce code duplication 2021-10-29 15:37:52 +01:00
Dylan K. Taylor
f1cc168d26
phpstan: exclude a couple of files from analysis temporarily
close #4472
2021-10-29 00:23:13 +01:00
Dylan K. Taylor
fb5543a2ad
Updated BedrockProtocol dependency 2021-10-29 00:16:11 +01:00
Dylan K. Taylor
a4eda9a8f5
World: call nearby entities' onNearbyBlockChange() in setChunk()
fixes #2779 in all known cases.
2021-10-28 23:59:32 +01:00
Dylan K. Taylor
eb75df6f8e
World: Intelligently perform automatic transfer or deletion of tiles in setChunk(), depending on the context
tiles may be deleted in the following circumstances:
1) the target block in the new chunk doesn't expect a tile
2) the target block in the new chunk expects a different type of tile (responsibility of the plugin developer to create the new tile)
3) there's already a tile in the target chunk which conflicts with the old one

In all other cases, the tile will be transferred.

This resolves a large number of unintentional bugs caused by world editors replacing chunks without setting the deleteTilesAndEntities parameter to false (even the core itself does it).

closes #4520
2021-10-28 23:48:17 +01:00
Dylan K. Taylor
c66790b6a6
World: never delete entities in setChunk()
entities exist completely independently from chunks now, so there is no need to interact with them whatsoever.
As I wrote in #4520, there's no sense in deleting entities here, since a chunk replacement is essentially just a mass block update.

On that theme, it might be a good idea to call Entity->onNearbyBlockChange() for all entities in the target and adjacent chunks when replacing a chunk, to ensure that they get the proper movement updates.
2021-10-28 23:42:28 +01:00
Dylan K. Taylor
d78801b9d5
World: fixed tiles and entities getting deleted when adjacent chunks are modified during population 2021-10-28 22:24:47 +01:00
Dylan K. Taylor
d410db4302
Chunk: rename DIRTY_FLAG_TERRAIN to DIRTY_FLAG_BLOCKS
we use the word 'terrain' elsewhere to refer to the combination of blocks and biomes, so using TERRAIN here is misleading.
2021-10-28 22:11:07 +01:00
Dylan K. Taylor
a62ce64fdd
Revert "Chunk: added modification counter"
This reverts commit a5418a019dc2a83210084632130db8ce06f529ea.

The more I assessed this, the more I realized that this implementation
doesn't actually offer any value. Since modcounters don't persist after
chunk unload + reload, they can't be reliably used to detect changes in
chunks without additional event subscriptions.
For the purpose I actually intended to use them for (population task
cancellation) there's a) another solution, and b) modcounts are
unreliable for that too, because of the aforementioned potential for
chunks to get unloaded and reloaded.
For the case of detecting dirty chunks within PopulationTask itself,
they are also unnecessary, since the dirty flags are sufficient within
there, since FastChunkSerializer doesn't copy dirty flags.

In conclusion, this was a misbegotten addition with little real value,
but does impact performance in hot paths.
2021-10-28 21:02:04 +01:00
Dylan K. Taylor
5db3915aad
Make MemoryManager aware of ChunkCache 2021-10-28 20:28:00 +01:00
Dylan K. Taylor
eb40b741ae
StandardPacketBroadcaster now splits broadcasts by session-specific PacketSerializerContext
in the normal case, all sessions will share the same PacketSerializerContext and Compressor, so this code will be the same as before
However, for the multi-protocol hackers out there, this should reduce the maintenance burden (@Driesboy) since now only the PacketSerializerContext needs to be maintained. I recommend a separate PacketSerializerContext for each protocol (perhaps put the protocol version in the serializer context too, if you need it for some reason).
2021-10-28 20:15:37 +01:00
Dylan K. Taylor
b3720b3f17
4.0.0-BETA8 is next 2021-10-28 17:28:53 +01:00