This is necessary because the stupid client constantly spams right-click actions if you carry on trying to eat/throw/whatever the item when cooldown is in effect. Therefore ender pearls would be fired like machine guns without these checks server side.
this was caused by abe5d94d5b42ecc436fadfcf4786128bcb550ea4 because player's lastBlah wasn't getting updated anymore.
Player movement handling really needs cleaning up, but for now this fixes the issue.
This convention is used throughout the code to allow plugin developers to alter the behaviour of the event. In this case, it would instead produce unexpected behaviour when the event is not cancelled by a plugin.
* Revert "Revert bad duct-tape fix that broke lots of other things"
This reverts commit 4a4900e5e7ea1fd7b897b025b4b666fd2050f80a.
Player: Perform respawn actions when joining while dead
This fixes exploits related to #1567 by calling respawn logic on join when the player has zero health.
This is a shitty fix and doesn't solve the actual issues described in #1567, but it's a simple solution for the exploits related to it.
This was causing new players to inexplicably spawn in the wrong place when joining a world for the first time which had a different level name than folder name. With LevelDB worlds, this caused them to spawn wayyyy up at y=32767 for no good reason.
This needs to be updated server side and isn't because of the way player movement is currently handled. Fixing this properly will require a lot more work than this.
plugins might be using this method, or the item may have been dropped involuntarily due to server-side logic. Therefore it should be handled when the transaction is received and not when the item is dropped into the world.
This includes several other changes, including:
- SLOT data properties now accept items directly
- POS data properties now accept floored Vector3s (in future this will be block positions) or null for 0,0,0
- VECTOR3F data properties now accept Vector3s or null for 0,0,0
This is annoying and it requires that the server must match this precisely to not cause bugs. Additionally, this code shits its pants when the client hits a spot of network lag.
This can be implemented easily as a plugin. There is no reason whatsoever for this to be in the core.
Survival reach distance is 6, but that's only a measure of how far the player must reach to hit any part of the target block. Measured from the centre, this again provides a possible corner reach which is too far away from the centre of the block by sqrt(3) / 2 blocks.
Simple fix - allow an extra block's distance.
This is needed because players can break blocks that are outside of their field of view. A player can be inside a block and be able to break that block, while looking up, which places its centre (which is where the interact check is done from) actually behind the player's field of view. This causes anti-cheat to be triggered and makes it impossible to break blocks one is inside.
This commit changes the max negative diff to be half of the distance between a block's centre and its corners (M_SQRT_3 / 2).
This may be invalid in some cases, such as:
- chunk is not loaded
- entity is not fully constructed
- entity is a Player who has not yet completed the login sequence.
The remaining methods, constants and fields in the NBT class now pertain to generic NBT functionality (except for the matchList()/matchTree() methods, but that's a job for another time). All NBT I/O specific logic has now been moved to NBTStream and its descendents.
the modulo (%) operator only operates on integers. If it's used on floats, they are silently casted to ints, which results in loss of accuracy. Fractions of a degree might not seem important, but for ray-tracing purposes a fraction of a degree can make the difference between hit and miss.
* Removed broken EntityEatEvents - these don't fit the pattern since they only apply to Human entities anyway. PlayerItemConsumeEvent and PlayerInteractEvent can be used for cancellation purposes, and plugins can do custom stuff without mess.
* Restrict item consuming to Living entities only
* Added FoodSource->requiresHunger()
* Only items implementing the Consumable interface can now be consumed.
* The effects from consuming items are now generic-ized by way of the Living->consume() function. This is overridden in Human to allow applying food and hunger.
* Fixed the hardcoded mess for buckets