Commit Graph

216 Commits

Author SHA1 Message Date
aac4f6c0e1 Fixed all game modes allowing flight
moral of the story: do not trust that mojang things do what they say they do - the spectator ability layer always applies, regardless of whether the player is actually in spectator mode or not ...
2023-05-06 18:18:05 +01:00
4caa2c7690 NetworkSession: send FLYING flag on spectator ability layer
fixes #5722

I'm not very clear why this works. PM doesn't use real spectator mode yet (we're still using the faux spectator mode PM has had for years, because I haven't yet assessed how real spectator mode will affect stuff like block interactions), so this ability layer shouldn't have any effect.

thank you @Alemiz112
2023-05-06 15:54:23 +01:00
0d21e591d1 Support sign editing UI in 1.19.80, with APIs to allow plugins to use it
this doesn't support editing the rear side of a sign, since the 1.12 format doesn't allow us to represent the rear text, and it would necessitate API breaks to support anyway.

However, we can quite trivially support APIs for the sign GUI, which plugins can use to enable editing signs. PocketMine-MP doesn't currently permit this, since it's currently an experimental feature in 1.20, but plugins can simply use Player->openSignEditor() to mimic it.

This is, however, a byproduct of the fact that APIs needed to be added in order to facilitate the use of OpenSignPacket in 1.19.80.
2023-04-26 22:55:05 +01:00
017fcde6aa always the CS... 2023-04-10 13:56:53 +01:00
24374297e7 NetworkSession: extract rate limiting functionality into its own unit, and apply a separate rate limit to game packets 2023-04-10 13:53:22 +01:00
f978c1e9a0 Merge remote-tracking branch 'origin/stable' into minor-next 2023-03-22 22:45:41 +00:00
b11457d605 Fixed uncaught exception when retrieving a packet from the pool 2023-03-22 22:24:25 +00:00
e7771d76f2 Cover buffered inventory sync in timings 2023-03-20 23:29:02 +00:00
23ea721164 Reduce packets-per-batch limit to 100
this should be well in excess of requirements with the ItemStackRequest system in use.
2023-03-20 22:15:02 +00:00
8408da8534 Merge branch 'item-stack-request' into minor-next 2023-03-20 22:05:50 +00:00
ca6d51498f Buffer slot and content syncing until the end of the tick
we may receive multiple requests in one tick (e.g. crafting in a batch)
2023-03-20 19:16:00 +00:00
f696a5881b Merge remote-tracking branch 'origin/stable' into minor-next 2023-03-19 16:23:09 +00:00
9a969e21c7 ÂNetworkSession: ensure onResolve handler for CompressBatchPromise is covered by network send timings 2023-03-18 22:49:52 +00:00
195bc3b623 NetworkSession: prevent dev client asserts from missing ability flags 2023-03-18 21:53:17 +00:00
ef45180b80 Rename DataPacketPreReceiveEvent -> DataPacketDecodeEvent
thank you @IvanCraft623 for the suggestion
2023-03-16 13:40:37 +00:00
941fd03998 Remove useless code 2023-03-15 22:58:10 +00:00
183d1f4038 Implement DataPacketPreReceiveEvent (#5559)
closes #5554

This is called just before the packet is decoded, allowing the event to be used to drop packets from clients without wasting CPU time decoding them. This can be particularly useful for mitigating denial-of-service attacks.
2023-03-15 22:47:19 +00:00
cc8660629b First look at shared EntityEventBroadcaster,
this improves performance in PvP servers and other areas where lots of players or entities exist in one space.

fixes #5622
2023-03-15 18:22:56 +00:00
14f141fab2 NetworkSession: Stop counting DataPacketReceiveEvent in handler timings
we want it to be included in receive timings, but not handler timings. Handler timings should reflect the time spent in the actual session PacketHandler, not in the event.
2023-03-14 19:00:15 +00:00
0022d82779 Merge commit 'd376399b7f332384532a82eaf69b9b02dad5bd0c' into minor-next 2023-03-14 18:39:03 +00:00
fa7c38276c Fixing gigantic clusterfuck with protocol contexts and broadcasting
fixes #5623
2023-03-11 21:54:14 +00:00
b13e97de3d Timings: fixed receivePacket timer showing 2x the actual number of received packets 2023-03-11 19:13:10 +00:00
a523189149 Added separate timings for broadcast and session buffer compression 2023-03-04 16:41:41 +00:00
6a64486f55 StandardPacketBroadcaster: Improve performance when broadcasting small packets
In refactors during PM4, I stripped out packet buffer caching, as it was problematic when events alter packets in undetectable ways.
However, I never cleaned this part of the code up properly after enabling DataPacketSendEvent to include multiple packets and multiple targets, so we were still individually encoding the packet(s) for every single session if the sum total of the sizes was below 256 bytes.

This change encodes packets once in the StandardPacketBroadcaster and retains their buffers to post to the session's send buffer directly if the resulting batch is below compression threshold.
This code is still not optimal (see ##5589), but fixing this brings broadcasting performance back to PM3 levels, without any of PM3's problems.
2023-02-22 21:52:12 +00:00
4dbcd714bd NetworkSession: fixed some segments of recv/send logic not being covered by their respective network timings 2023-02-19 17:21:10 +00:00
d5e92b4ae6 ... 2023-02-19 16:53:04 +00:00
2a3288c4f9 Avoid useless throwaway PacketBatch objects 2023-02-19 16:50:03 +00:00
9cdb641936 Added encode packet timings
these changes required some new APIs in BedrockProtocol.
2023-02-19 16:47:20 +00:00
c5dcd268ad CS 2023-02-15 15:04:41 +00:00
2fd6e769e6 NetworkSession: Improved packet budgeting
this fixes players getting kicked during server lag spikes.

closes #5532
2023-02-15 14:59:05 +00:00
5a4550a4fc CS 2023-02-08 18:55:49 +00:00
3ba662f64f 1.19.60 2023-02-08 18:46:37 +00:00
ad6a423d12 Merge branch 'stable' into next-minor 2023-01-16 18:30:13 +00:00
ba18a81e88 NetworkSession: fixed rate limit getting exhausted after 2.5 seconds during PvP 2023-01-13 15:28:03 +00:00
d74719704e Merge branch 'stable' into next-minor 2023-01-12 19:02:07 +00:00
992cb06da6 NetworkSession: fixed rate limit not being increased correctly on Windows
due to the 15ms scheduler interval, the server will often sleep 45ms instead of 50ms, which causes the budget not to get updated.
2023-01-09 00:01:56 +00:00
bb3f87f862 NetworkSession: allow 2 batches per tick
apparently InventoryTransactionPacket may arrive outside of the normal update cycle, since it's prioritized to reduce latency.
2023-01-09 00:00:39 +00:00
d2eddf9d33 relocate comments 2023-01-08 20:56:51 +00:00
0233e74f4f NetworkSession: micro optimisation - do not check if a debugger is active unless the packet limit is exceeded 2023-01-08 19:45:14 +00:00
dd355c58d8 NetworkSession: fix CS 2023-01-08 19:35:43 +00:00
267032cff9 NetworkSession: do not rate limit packets if a debugging session is active 2023-01-08 19:31:39 +00:00
4a3d9f8f83 Make client-aware translation handling more coherent
I have no clear idea why this was still using translateString(), since it's entirely unnecessary when we aren't selectively translating.
2023-01-08 16:45:57 +00:00
1c96e7936c Remove dead translation code
we don't translate raw string parameters anywhere else these days, so there's no reason to do so here either. The parameters array is already reduced to string[] by this point anyway.
2023-01-08 16:20:05 +00:00
6cecd690b2 CS 2023-01-07 21:33:53 +00:00
91e38d1f97 NetworkSession: compensate for server lag in batch budgeting 2023-01-07 21:33:34 +00:00
f9bcc8e862 NetworkSession: added a rate-limit for incoming batches 2023-01-07 16:19:02 +00:00
ece49f011c Merge branch 'stable' into next-minor 2023-01-06 01:50:17 +00:00
61933624d2 NetworkSession: Lift batch limit to 1300 to allow shift-click crafting to work correctly
the theoretical limit for transactions in this case is 64x9 (inputs) + 64x9 (output on crafting grid) + 64 (outputs to main slot) + 64 CraftingEventPackets = 1280.
This is an extreme case which assumes that a recipe could generate up to 64x10 (640) output items per iteration, filling every slot of the output grid, which should never occur in any reasonable circumstances.
2022-12-30 22:11:35 +00:00
59be901efe Fixed unauthenticated sessions taking up player slots 2022-12-28 20:42:33 +00:00
b1c0eae1f6 NetworkSession: tidy up common disconnection logic 2022-12-24 20:36:18 +00:00