Commit Graph

173 Commits

Author SHA1 Message Date
c89df7eb1c Merge remote-tracking branch 'origin/next-minor' into next-major 2022-12-25 18:22:13 +00:00
b1c0eae1f6 NetworkSession: tidy up common disconnection logic 2022-12-24 20:36:18 +00:00
80832ff763 NetworkSession: do not send packets to disconnected sessions
this is mostly harmless, since the packets land in a buffer that gets discarded, but we also need to avoid calling DataPacketSendEvent.
2022-12-24 20:12:50 +00:00
f7d0d16eb3 NetworkSession: defer destructive cleanup until the next session tick() call
this fixes crashes when kicking players during PlayerJoinEvent and various other events.
2022-12-24 20:06:00 +00:00
d37841c214 Merge branch 'next-minor' into next-major 2022-12-24 17:34:37 +00:00
567bd8abb5 Add .self and .other permissions for gameplay-altering commands (#5470)
I'm not quite sure this is the best way to enable such functionality, but it's already used for some other stuff, so I'm not too worried for now.

This allows the following commands to have their usage limited to self or others:
- /effect
- /enchant
- /gamemode
- /give
- /spawnpoint
- /teleport
- /title

I envision this being useful for creative mode servers, and test servers such as test.pmmp.io.
2022-12-24 17:22:18 +00:00
f8cc015c51 Merge branch 'next-minor' into next-major 2022-12-23 16:58:59 +00:00
b03733442b Move translation flattening logic from Player to NetworkSession
this is network-specific stuff, so it doesn't belong in Player.
2022-12-22 16:51:09 +00:00
a9e5f92958 Show death message on death screen (#5386) 2022-12-22 15:36:31 +00:00
6e2685cbbb Merge branch 'next-minor' into next-major 2022-12-18 22:25:32 +00:00
bf44edd179 Constify a bunch of NBT keys, pass 1 2022-12-18 22:12:15 +00:00
fba4895a17 Merge branch 'next-minor' into next-major 2022-10-31 19:11:39 +00:00
b6f6671a81 Merge branch 'stable' into next-minor 2022-10-31 15:34:24 +00:00
a9361b3f8b Changes for 1.19.40 2022-10-25 23:11:41 +01:00
d74824c8d5 Correctly use Command->getLabel() instead of Command->getName()
getName() essentially serves as an ID for the command for CommandExecutors. It has no other sane use case.

Since it's not unique (multiple commands with the same name may be registered, and the fallback alias will be used on conflict), it cannot be used for array indexing. It's also not correct to use it for any display purpose, since the command may not be able to be invoked by its 'name' if there was a conflict.

There is an open debate about what to do with getName() and the wider CommandExecutor ecosystem, but that's a topic for another discussion.

closes #5344
2022-10-18 19:34:12 +01:00
774df0fa4c DataPacketSendEvent: added setPackets()
this is an implicit BC break, since plugins may assume that the packets in this array aren't going to change.
However, in practice, it's not likely to cause any real issues.
2022-10-13 17:06:09 +01:00
e4fc523251 Introduce Player::sendToastNotification() (#5102) 2022-09-23 11:37:08 +01:00
89e29448ee Merge branch 'stable' into next-minor 2022-09-20 20:18:06 +01:00
db586233da Changes for 1.19.30 support 2022-09-20 19:50:27 +01:00
f7ab0a3b92 Merge branch 'stable' into next-minor 2022-08-14 18:37:56 +01:00
036e06e889 Revert "Workaround items in blockentity NBT not being processed correctly in 1.19.10"
This reverts commit 2b61c025c2.
2022-08-14 17:25:55 +01:00
df7a1fcba6 Changes for 1.19.20 2022-08-09 19:06:05 +01:00
42f9336f7a Split packet receive timings into decode and handle subcomponents 2022-07-24 21:16:52 +01:00
2b61c025c2 Workaround items in blockentity NBT not being processed correctly in 1.19.10
closes #5154

this hack sends only the bare essential data to create the tiles in LevelChunkPacket,
and then separately sending the full tile data using BlockActorDataPacket afterwards.

This is necessary because the client doesn't handle items correctly in NBT when chunks are sent without using the SubChunkRequest system.
In 4.6 this is observed with incorrect items shown in item frames; in 5.0 it's seen with items simply not showing up at all (difference due to modernization of the serialization format in 5.0).
2022-07-14 21:54:01 +01:00
06655bee78 Updated to 1.19.10 2022-07-13 00:59:49 +01:00
38d6284671 Use PHP-CS-Fixer to enforce file header presence 2022-06-04 17:34:49 +01:00
179cac45f5 Merge branch 'stable' into next-minor 2022-05-22 16:21:05 +01:00
fcb2ccab99 NetworkSession: Sync all attributes on respawn 2022-05-21 16:22:35 +01:00
d4b7f66e15 Promote some constructors 2022-05-17 22:34:58 +01:00
ded7e24f67 Merge branch 'stable' into next-minor 2022-04-19 15:27:55 +01:00
4c9d2a989e cs again 2022-04-17 19:32:30 +01:00
022db5cbe3 NetworkSession: compare usernames case-insensitively
the current data management system uses case-insensitive names, so we can't allow different players with the same name in different cases to join, or we will have duplication exploits.

This typically only applies to offline servers, since Xbox Live doesn't permit reuse of a username, same case or otherwise.

closes #4965
2022-04-17 19:28:10 +01:00
90a369f0b6 Humans can now do emotes (#4610)
added the following API methods:
- Human::emote()
2022-03-03 18:19:30 +00:00
b26b1cd32f Fixed swimming hitbox glitch
fixes #4815
relates to Sandertv/gophertunnel#88
2022-02-19 20:14:17 +00:00
be1996752a Replace disallowed operators in src/network/ 2022-01-20 19:11:32 +00:00
8b73549355 Use JSON_THROW_ON_ERROR for json_encode() and json_decode() 2021-12-08 19:14:07 +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
6efb1db107 Fixed inventories not working after dying with inventory open
closes #4185
closes #4177
2021-11-08 23:04:00 +00:00
f066199971 Implement emote support (#4523) 2021-11-02 23:04:55 +00:00
e131c2cefa Drop pocketmine/spl 2021-11-02 16:08:29 +00:00
0f6b7e48cb Updated BedrockProtocol:
it's weirdly satisfying that LevelChunkPacket::create() with the extra parameter turns out to be exactly the same length as the old way.
2021-11-02 01:37:56 +00:00
c3768b997a Updated to pmmp/BedrockProtocol@146498c279 2021-11-01 16:13:33 +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
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
0ef5c67b9b Use static constructor for MovePlayerPacket
this marks the last of the packets created using the old way.
2021-10-27 21:10:16 +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
5b26abcb0e NetworkSession: fixed code copy pasta
these are not, in fact, equivalent.
2021-10-05 01:02:15 +01:00