it doesn't make sense to have to parse the string every time we want to verify permissions, nor to expect that people will somehow know to use ; to separate them without it being documented anywhere...
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.
this resolves many security issues, as well as removing a ton of boilerplate code.
It may be desirable to react to permission denied; this can be done by overriding Command->testPermission(), or by using setPermissionMessage() to set a custom permission denied message.
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)
closes#3910
the existing naming was misleading, and many plugin devs assumed that it returns an exact match. However, this is not guaranteed, and it's possible for two different players to match the same prefix.
- There is no defined behaviour for what happens when multiple players can equally match a prefix (e.g. 'fr' could match 'fred' or 'frog' equally, because the name lengths are the same)
- A prefix might match a different player at a different time (e.g. 'fr' could match 'freddie' before 'fred' joins, after which it will match 'fred' instead)
With these flaws in mind, it's better to break compatibility on this to make the intent more clear, and to make plugin developers reassess their usages of this method. In most non-command use cases, they should likely be using getPlayerExact() instead.