Commit Graph

174 Commits

Author SHA1 Message Date
b4b3c21d30 Merge branch 'stable' 2021-08-19 15:39:16 +01:00
5da90b9530 Stop auto-translating strings when not asked
fixes #4371
2021-08-15 20:44:27 +01:00
a81680c5c6 missed a few more hardcoded translation keys 2021-08-15 20:12:55 +01:00
789a669395 Rename TranslationContainer -> Translatable 2021-08-15 16:17:46 +01:00
8b9d7d6390 Support for nested TranslationContainers 2021-08-14 20:57:13 +01:00
804d02b086 TranslationContainer: added prefix(), postfix() and format() 2021-08-14 16:08:22 +01:00
13d4131d0d Remove player update warnings
a player ingame is not going to have access to the terminal to update PM, and if they do, they can see the warning on the console themselves anyway.
2021-08-14 13:27:21 +01:00
b4c0ddd155 Use native union types for TranslationContainer|string 2021-08-10 15:17:26 +01:00
2293bd948d Added KnownTranslationFactory and use it in as many places as possible
this makes translation usage much more statically analysable.
The only places this isn't used are:
- places that prefix translations with colours (those are still a problem)
- places where server/client translations don't match (e.g. gameMode.changed accepts different parameters in vanilla than in PM)
2021-08-10 14:50:40 +01:00
b31dce2119 Player: fixed type of loadQueue field 2021-08-04 21:17:44 +01:00
c567ed4b7a fix build error 2021-08-03 15:32:21 +01:00
dcd203370b Player: make use of typed properties
readability significantly benefits from use of typed properties here.
2021-08-03 15:02:32 +01:00
58498c2b0b Merge remote-tracking branch 'origin/stable' 2021-07-23 16:40:19 +01:00
f3bd48e6cb Updated some more hardcoded translation key usages missed by 94e16f416d 2021-06-30 14:02:55 +01:00
94e16f416d Added KnownTranslationKeys (generated) and start using it 2021-06-29 22:46:04 +01:00
f02817bcd3 Player: fixed toString() on TranslationContainer exposed by previous commit
this code looks smelly...
2021-06-29 20:14:11 +01:00
902ea515f7 Separate ID handling from GameMode
the aliases of 0,1,2,3 remain for user-interface level compatibility.
2021-06-27 20:32:35 +01:00
db28358316 Player: Assume that usedChunks was cleared by the previous loop 2021-06-27 17:50:39 +01:00
ede4d58394 Automatic permission calculation on PermissibleBase construction
thanks to the PermissibleInternal/PermissibleBase architectural change, there's no longer any concern regarding cyclic refs.
2021-06-26 22:15:22 +01:00
bf7d69b69e Stop hardcoding permission names everywhere
using strings for permission names is nearly as shitty, but this is at least cross-referencable and statically analysable.
2021-06-26 19:14:51 +01:00
0910054c41 NetworkSession: Fixed InventoryManager nullability disaster
fixes #4277
fixes #4275
fixes #3139
2021-06-26 17:44:42 +01:00
4a5bdefe8b Player: Explicitly clear permission recalculation callbacks
this is necessary to get rid of the broadcast permission callbacks, which retain references to the Player itself, forming a cycle which would prevent PermissibleBase->__destruct() from cleaning up.
2021-06-26 17:18:17 +01:00
85ee628a74 Player: remove sendPosition() from public API
plugins shouldn't be touching this for any reason now.
2021-06-21 20:08:43 +01:00
60d80e173b Fixed player sounds not being broadcasted to the player itself
fixes #4259
fixes #4270
2021-06-21 20:03:32 +01:00
981b0285d1 Isolate config casting nastiness in one place
this doesn't solve the underlying problem, but it does reduce the amount of noise made by PHPStan about it, as well as avoiding code litter.
2021-06-19 19:14:02 +01:00
bfcf4a25d4 Automatic cleanup of permission subscriptions on PermissibleBase destructor calls
this has gotten too complex ...
2021-06-12 21:12:39 +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
42e915b902 Player: added locking variable to prevent reentry into respawn() while awaiting spawn terrain generation 2021-05-12 12:10:32 +01:00
4a68e0219e shut 2021-05-11 19:29:30 +01:00
ab0500ae4f Player: Fixed a multitude of bugs with respawning
the following things are changed:
- Player->getSpawn() no longer returns a safe spawn by default. Instead, if the player doesn't have a spawn set, it returns the world's stored spawn directly. This allows consistent behaviour of locating safe respawn positions without double calculation of safe spawn position, and also fixes crash issues during the login sequence if the player's spawn position referred to ungenerated terrain.
- Player->respawn() is now asynchronous, using the promise returned by orderChunkPopulation() to complete respawn after the terrain is generated. This allows consistently selecting a safe respawn position and fixes crashes when respawning if the spawn location was in ungenerated terrain.

There remains a problem that ragequit respawns are still only handled right after PlayerJoinEvent, which leads to the original spawn terrain being sent to the player, which is obviously very wasteful. However, that's a problem for a later commit.
2021-05-11 19:15:31 +01:00
1533789f35 Player: fixed not subscribing to own inventory updates
fixes #4211
2021-05-09 19:36:36 +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
845819123d Player: drop perm nulling
this is no longer necessary because the PermissibleBase doesn't keep a ref to the Player anymore.
2021-04-27 14:49:26 +01:00
09a2402f01 Fixed precondition on double chunk send being useless
this is messy, but necessary for now.
2021-04-19 00:50:43 +01:00
6d38922af0 Undo my -100IQ fuckup with chunk sending precondition
the commit I reverted put the preconditions in the completion handler,
which is executed AFTER THE CHUNK IS SENT.

Revert "NetworkSession: allow Player to handle its own business in chunk sending"

This reverts commit a223d1cbf3.
2021-04-19 00:36:13 +01:00
35a3522b4e Player: fixed chunks getting spammed like crazy during generation
because of the shitty way that the chunk resending is handled, it causes all kinds of problems with the async system because of potential reversions of the state during the process.
2021-04-19 00:30:34 +01:00
b4afa46fad Player: don't re-request chunks unless they've already been sent
if they've been requested, the ChunkCache will take care of rebuilding the chunk packet before sending it.
2021-04-18 23:53:34 +01:00
cdeedbad8b Player: extract some entity spawning logic into a separate function 2021-03-26 22:51:56 +00:00
de49a361c0 NetworkSession: Remove parameters from startUsingChunk() callback
these can easily be use()d into the closure (which also has slightly better performance, because no type checks - not that anyone will notice).
2021-03-26 22:45:36 +00:00
a223d1cbf3 NetworkSession: allow Player to handle its own business in chunk sending
these checks should appear consistently in all of these async callbacks.
2021-03-26 22:00:42 +00:00
f047ecfd2d Fixed player spawning in ungenerated terrain (#4087)
fixes #4044
fixes #2724

this is significantly more complex than I hoped for, but it's a start... and it works.
2021-03-26 21:36:27 +00:00
c092a2e836 Separate TickingChunkLoader from ChunkLoader
this makes it possible to keep chunks loaded without ticking them.
2021-03-18 23:19:27 +00:00
72de45f0e9 Drop pocketmine/uuid for ramsey/uuid 2021-03-16 23:03:00 +00:00
c1e5dd2a4e Merge branch 'stable' 2021-03-07 20:15:11 +00:00
8d5cc9adc3 Merge branch 'stable' 2021-02-07 20:57:19 +00:00
2064b411f2 fix build 2021-01-20 22:53:51 +00:00
c70c0b55df Separate held item index change listener logic from PlayerInventory 2021-01-12 16:44:25 +00:00
c4845ab6b1 Use Player->getNetworkSession() in places where it's assumed the player will be connected 2021-01-10 19:51:41 +00:00
5e73417fa9 Player::getNetworkSession() now explicitly handles disconnected state by throwing an exception
instead of just allowing return of possibly-null networkSession
2021-01-10 19:50:13 +00:00
3ef2a19527 Player: don't kick for attacking non-attackable entities
this is quite out-of-character for PM - it usually handles bad network requests by ignoring them, not by kicking the player off the server.
2021-01-08 20:58:15 +00:00