= 1 and $len <= 16 and preg_match("/[^A-Za-z0-9_ ]/", $name) === 0; } /** @var NetworkSession */ protected $networkSession; /** @var float */ public $creationTime = 0; /** @var bool */ public $loggedIn = false; /** @var bool */ public $spawned = false; /** @var string */ protected $username = ""; /** @var string */ protected $iusername = ""; /** @var string */ protected $displayName = ""; /** @var int */ protected $randomClientId; /** @var string */ protected $xuid = ""; /** @var bool */ protected $authenticated = false; protected $windowCnt = 2; /** @var int[] */ protected $windows = []; /** @var Inventory[] */ protected $windowIndex = []; /** @var bool[] */ protected $permanentWindows = []; /** @var PlayerCursorInventory */ protected $cursorInventory; /** @var CraftingGrid */ protected $craftingGrid = null; /** @var int */ protected $messageCounter = 2; /** @var bool */ protected $removeFormat = true; /** @var bool[] name of achievement => bool */ protected $achievements = []; /** @var int */ protected $firstPlayed; /** @var int */ protected $lastPlayed; /** @var int */ protected $gamemode; /** @var int */ private $loaderId = 0; /** @var bool[] chunkHash => bool (true = sent, false = needs sending) */ public $usedChunks = []; /** @var bool[] chunkHash => dummy */ protected $loadQueue = []; /** @var int */ protected $nextChunkOrderRun = 5; /** @var int */ protected $viewDistance = -1; /** @var int */ protected $spawnThreshold; /** @var int */ protected $chunkLoadCount = 0; /** @var int */ protected $chunksPerTick; /** @var bool[] map: raw UUID (string) => bool */ protected $hiddenPlayers = []; /** @var Vector3|null */ protected $newPosition; /** @var Vector3|null */ public $speed = null; /** @var bool */ protected $isTeleporting = false; /** @var int */ protected $inAirTicks = 0; /** @var int */ protected $startAirTicks = 5; /** @var float */ protected $stepHeight = 0.6; /** @var bool */ protected $allowMovementCheats = false; /** @var Vector3|null */ protected $sleeping = null; /** @var Position|null */ private $spawnPosition = null; //TODO: Abilities /** @var bool */ protected $autoJump = true; /** @var bool */ protected $allowFlight = false; /** @var bool */ protected $flying = false; /** @var PermissibleBase */ private $perm = null; /** @var int|null */ protected $lineHeight = null; /** @var string */ protected $locale = "en_US"; /** @var int */ protected $startAction = -1; /** @var int[] ID => ticks map */ protected $usedItemsCooldown = []; /** @var int */ protected $formIdCounter = 0; /** @var Form[] */ protected $forms = []; /** * @return TranslationContainer|string */ public function getLeaveMessage(){ if($this->spawned){ return new TranslationContainer(TextFormat::YELLOW . "%multiplayer.player.left", [ $this->getDisplayName() ]); } return ""; } /** * This might disappear in the future. Please use getUniqueId() instead. * @deprecated * * @return int */ public function getClientId(){ return $this->randomClientId; } public function isBanned() : bool{ return $this->server->getNameBans()->isBanned($this->username); } public function setBanned(bool $value){ if($value){ $this->server->getNameBans()->addBan($this->getName(), null, null, null); $this->kick("You have been banned"); }else{ $this->server->getNameBans()->remove($this->getName()); } } public function isWhitelisted() : bool{ return $this->server->isWhitelisted($this->username); } public function setWhitelisted(bool $value){ if($value){ $this->server->addWhitelist($this->username); }else{ $this->server->removeWhitelist($this->username); } } public function isAuthenticated() : bool{ return $this->authenticated; } /** * If the player is logged into Xbox Live, returns their Xbox user ID (XUID) as a string. Returns an empty string if * the player is not logged into Xbox Live. * * @return string */ public function getXuid() : string{ return $this->xuid; } /** * Returns the player's UUID. This should be preferred over their Xbox user ID (XUID) because UUID is a standard * format which will never change, and all players will have one regardless of whether they are logged into Xbox * Live. * * The UUID is comprised of: * - when logged into XBL: a hash of their XUID (and as such will not change for the lifetime of the XBL account) * - when NOT logged into XBL: a hash of their name + clientID + secret device ID. * * WARNING: UUIDs of players **not logged into Xbox Live** CAN BE FAKED and SHOULD NOT be trusted! * * (In the olden days this method used to return a fake UUID computed by the server, which was used by plugins such * as SimpleAuth for authentication. This is NOT SAFE anymore as this UUID is now what was given by the client, NOT * a server-computed UUID.) * * @return UUID|null */ public function getUniqueId() : ?UUID{ return parent::getUniqueId(); } public function getPlayer(){ return $this; } public function getFirstPlayed(){ return $this->firstPlayed; } public function getLastPlayed(){ return $this->lastPlayed; } public function hasPlayedBefore() : bool{ return $this->lastPlayed - $this->firstPlayed > 1; // microtime(true) - microtime(true) may have less than one millisecond difference } public function setAllowFlight(bool $value){ $this->allowFlight = $value; $this->sendSettings(); } public function getAllowFlight() : bool{ return $this->allowFlight; } public function setFlying(bool $value){ $this->flying = $value; $this->sendSettings(); } public function isFlying() : bool{ return $this->flying; } public function setAutoJump(bool $value){ $this->autoJump = $value; $this->sendSettings(); } public function hasAutoJump() : bool{ return $this->autoJump; } public function allowMovementCheats() : bool{ return $this->allowMovementCheats; } public function setAllowMovementCheats(bool $value = true){ $this->allowMovementCheats = $value; } /** * @param Player $player */ public function spawnTo(Player $player) : void{ if($this->spawned and $player->spawned and $this->isAlive() and $player->isAlive() and $player->getLevel() === $this->level and $player->canSee($this) and !$this->isSpectator()){ parent::spawnTo($player); } } /** * @return Server */ public function getServer(){ return $this->server; } /** * @return bool */ public function getRemoveFormat() : bool{ return $this->removeFormat; } /** * @param bool $remove */ public function setRemoveFormat(bool $remove = true){ $this->removeFormat = $remove; } public function getScreenLineHeight() : int{ return $this->lineHeight ?? 7; } public function setScreenLineHeight(int $height = null){ if($height !== null and $height < 1){ throw new \InvalidArgumentException("Line height must be at least 1"); } $this->lineHeight = $height; } /** * @param Player $player * * @return bool */ public function canSee(Player $player) : bool{ return !isset($this->hiddenPlayers[$player->getRawUniqueId()]); } /** * @param Player $player */ public function hidePlayer(Player $player){ if($player === $this){ return; } $this->hiddenPlayers[$player->getRawUniqueId()] = true; $player->despawnFrom($this); } /** * @param Player $player */ public function showPlayer(Player $player){ if($player === $this){ return; } unset($this->hiddenPlayers[$player->getRawUniqueId()]); if($player->isOnline()){ $player->spawnTo($this); } } public function canCollideWith(Entity $entity) : bool{ return false; } public function canBeCollidedWith() : bool{ return !$this->isSpectator() and parent::canBeCollidedWith(); } public function resetFallDistance() : void{ parent::resetFallDistance(); if($this->inAirTicks !== 0){ $this->startAirTicks = 5; } $this->inAirTicks = 0; } public function getViewDistance() : int{ return $this->viewDistance; } public function setViewDistance(int $distance){ $this->viewDistance = $this->server->getAllowedViewDistance($distance); $this->spawnThreshold = (int) (min($this->viewDistance, $this->server->getProperty("chunk-sending.spawn-radius", 4)) ** 2 * M_PI); $this->nextChunkOrderRun = 0; $pk = new ChunkRadiusUpdatedPacket(); $pk->radius = $this->viewDistance; $this->sendDataPacket($pk); $this->server->getLogger()->debug("Setting view distance for " . $this->getName() . " to " . $this->viewDistance . " (requested " . $distance . ")"); } /** * @return bool */ public function isOnline() : bool{ return $this->isConnected() and $this->loggedIn; } /** * @return bool */ public function isOp() : bool{ return $this->server->isOp($this->getName()); } /** * @param bool $value */ public function setOp(bool $value){ if($value === $this->isOp()){ return; } if($value){ $this->server->addOp($this->getName()); }else{ $this->server->removeOp($this->getName()); } $this->sendSettings(); } /** * @param permission\Permission|string $name * * @return bool */ public function isPermissionSet($name) : bool{ return $this->perm->isPermissionSet($name); } /** * @param permission\Permission|string $name * * @return bool * * @throws \InvalidStateException if the player is closed */ public function hasPermission($name) : bool{ if($this->closed){ throw new \InvalidStateException("Trying to get permissions of closed player"); } return $this->perm->hasPermission($name); } /** * @param Plugin $plugin * @param string $name * @param bool $value * * @return PermissionAttachment */ public function addAttachment(Plugin $plugin, string $name = null, bool $value = null) : PermissionAttachment{ return $this->perm->addAttachment($plugin, $name, $value); } /** * @param PermissionAttachment $attachment */ public function removeAttachment(PermissionAttachment $attachment){ $this->perm->removeAttachment($attachment); } public function recalculatePermissions(){ $permManager = PermissionManager::getInstance(); $permManager->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_USERS, $this); $permManager->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this); if($this->perm === null){ return; } $this->perm->recalculatePermissions(); if($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)){ $permManager->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this); } if($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)){ $permManager->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this); } if($this->spawned){ $this->sendCommandData(); } } /** * @return PermissionAttachmentInfo[] */ public function getEffectivePermissions() : array{ return $this->perm->getEffectivePermissions(); } public function sendCommandData(){ $pk = new AvailableCommandsPacket(); foreach($this->server->getCommandMap()->getCommands() as $name => $command){ if(isset($pk->commandData[$command->getName()]) or $command->getName() === "help"){ continue; } $data = new CommandData(); $data->commandName = $command->getName(); $data->commandDescription = $this->server->getLanguage()->translateString($command->getDescription()); $data->flags = 0; $data->permission = 0; $parameter = new CommandParameter(); $parameter->paramName = "args"; $parameter->paramType = AvailableCommandsPacket::ARG_FLAG_VALID | AvailableCommandsPacket::ARG_TYPE_RAWTEXT; $parameter->isOptional = true; $data->overloads[0][0] = $parameter; $aliases = $command->getAliases(); if(!empty($aliases)){ if(!in_array($data->commandName, $aliases, true)){ //work around a client bug which makes the original name not show when aliases are used $aliases[] = $data->commandName; } $data->aliases = new CommandEnum(); $data->aliases->enumName = ucfirst($command->getName()) . "Aliases"; $data->aliases->enumValues = $aliases; } $pk->commandData[$command->getName()] = $data; } $this->sendDataPacket($pk); } /** * @param Server $server * @param NetworkSession $session */ public function __construct(Server $server, NetworkSession $session){ $this->server = $server; $this->networkSession = $session; $this->perm = new PermissibleBase($this); $this->loaderId = Level::generateChunkLoaderId($this); $this->chunksPerTick = (int) $this->server->getProperty("chunk-sending.per-tick", 4); $this->spawnThreshold = (int) (($this->server->getProperty("chunk-sending.spawn-radius", 4) ** 2) * M_PI); $this->creationTime = microtime(true); $this->allowMovementCheats = (bool) $this->server->getProperty("player.anti-cheat.allow-movement-cheats", false); } /** * @return bool */ public function isConnected() : bool{ return $this->networkSession !== null; } /** * @return NetworkSession */ public function getNetworkSession() : NetworkSession{ return $this->networkSession; } /** * Gets the username * @return string */ public function getName() : string{ return $this->username; } /** * @return string */ public function getLowerCaseName() : string{ return $this->iusername; } /** * Gets the "friendly" name to display of this player to use in the chat. * * @return string */ public function getDisplayName() : string{ return $this->displayName; } /** * @param string $name */ public function setDisplayName(string $name){ $this->displayName = $name; if($this->spawned){ $this->server->updatePlayerListData($this->getUniqueId(), $this->getId(), $this->getDisplayName(), $this->getSkin(), $this->getXuid()); } } /** * Returns the player's locale, e.g. en_US. * @return string */ public function getLocale() : string{ return $this->locale; } /** * Called when a player changes their skin. * Plugin developers should not use this, use setSkin() and sendSkin() instead. * * @param Skin $skin * @param string $newSkinName * @param string $oldSkinName * * @return bool */ public function changeSkin(Skin $skin, string $newSkinName, string $oldSkinName) : bool{ if(!$skin->isValid()){ return false; } $ev = new PlayerChangeSkinEvent($this, $this->getSkin(), $skin); $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->sendSkin([$this]); return true; } $this->setSkin($ev->getNewSkin()); $this->sendSkin($this->server->getOnlinePlayers()); return true; } /** * {@inheritdoc} * * If null is given, will additionally send the skin to the player itself as well as its viewers. */ public function sendSkin(?array $targets = null) : void{ parent::sendSkin($targets ?? $this->server->getOnlinePlayers()); } /** * Gets the player IP address * * @return string */ public function getAddress() : string{ return $this->networkSession->getIp(); } /** * @return int */ public function getPort() : int{ return $this->networkSession->getPort(); } /** * Returns the last measured latency for this player, in milliseconds. This is measured automatically and reported * back by the network interface. * * @return int */ public function getPing() : int{ return $this->networkSession->getPing(); } /** * @return Position */ public function getNextPosition() : Position{ return $this->newPosition !== null ? Position::fromObject($this->newPosition, $this->level) : $this->getPosition(); } public function getInAirTicks() : int{ return $this->inAirTicks; } /** * Returns whether the player is currently using an item (right-click and hold). * @return bool */ public function isUsingItem() : bool{ return $this->getGenericFlag(self::DATA_FLAG_ACTION) and $this->startAction > -1; } public function setUsingItem(bool $value){ $this->startAction = $value ? $this->server->getTick() : -1; $this->setGenericFlag(self::DATA_FLAG_ACTION, $value); } /** * Returns how long the player has been using their currently-held item for. Used for determining arrow shoot force * for bows. * * @return int */ public function getItemUseDuration() : int{ return $this->startAction === -1 ? -1 : ($this->server->getTick() - $this->startAction); } /** * Returns whether the player has a cooldown period left before it can use the given item again. * * @param Item $item * * @return bool */ public function hasItemCooldown(Item $item) : bool{ $this->checkItemCooldowns(); return isset($this->usedItemsCooldown[$item->getId()]); } /** * Resets the player's cooldown time for the given item back to the maximum. * * @param Item $item */ public function resetItemCooldown(Item $item) : void{ $ticks = $item->getCooldownTicks(); if($ticks > 0){ $this->usedItemsCooldown[$item->getId()] = $this->server->getTick() + $ticks; } } protected function checkItemCooldowns() : void{ $serverTick = $this->server->getTick(); foreach($this->usedItemsCooldown as $itemId => $cooldownUntil){ if($cooldownUntil <= $serverTick){ unset($this->usedItemsCooldown[$itemId]); } } } protected function switchLevel(Level $targetLevel) : bool{ $oldLevel = $this->level; if(parent::switchLevel($targetLevel)){ if($oldLevel !== null){ foreach($this->usedChunks as $index => $d){ Level::getXZ($index, $X, $Z); $this->unloadChunk($X, $Z, $oldLevel); } } $this->usedChunks = []; $this->loadQueue = []; $this->level->sendTime($this); $this->level->sendDifficulty($this); return true; } return false; } protected function unloadChunk(int $x, int $z, Level $level = null){ $level = $level ?? $this->level; $index = Level::chunkHash($x, $z); if(isset($this->usedChunks[$index])){ foreach($level->getChunkEntities($x, $z) as $entity){ if($entity !== $this){ $entity->despawnFrom($this); } } unset($this->usedChunks[$index]); } $level->unregisterChunkLoader($this, $x, $z); unset($this->loadQueue[$index]); } public function sendChunk(int $x, int $z, CompressBatchPromise $promise){ if(!$this->isConnected()){ return; } $this->usedChunks[Level::chunkHash($x, $z)] = true; $this->chunkLoadCount++; $this->networkSession->queueCompressed($promise); if($this->spawned){ foreach($this->level->getChunkEntities($x, $z) as $entity){ if($entity !== $this and !$entity->isClosed() and $entity->isAlive()){ $entity->spawnTo($this); } } }elseif($this->chunkLoadCount >= $this->spawnThreshold){ $this->spawned = true; foreach($this->usedChunks as $index => $c){ Level::getXZ($index, $chunkX, $chunkZ); foreach($this->level->getChunkEntities($chunkX, $chunkZ) as $entity){ if($entity !== $this and !$entity->isClosed() and $entity->isAlive() and !$entity->isFlaggedForDespawn()){ $entity->spawnTo($this); } } } $this->networkSession->onTerrainReady(); } } protected function sendNextChunk(){ if(!$this->isConnected()){ return; } Timings::$playerChunkSendTimer->startTiming(); $count = 0; foreach($this->loadQueue as $index => $distance){ if($count >= $this->chunksPerTick){ break; } $X = null; $Z = null; Level::getXZ($index, $X, $Z); assert(is_int($X) and is_int($Z)); ++$count; $this->usedChunks[$index] = false; $this->level->registerChunkLoader($this, $X, $Z, false); if(!$this->level->populateChunk($X, $Z)){ continue; } unset($this->loadQueue[$index]); $this->level->requestChunk($X, $Z, $this); } Timings::$playerChunkSendTimer->stopTiming(); } public function doFirstSpawn(){ $this->networkSession->onSpawn(); if($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)){ PermissionManager::getInstance()->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this); } if($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)){ PermissionManager::getInstance()->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this); } $this->server->getPluginManager()->callEvent($ev = new PlayerJoinEvent($this, new TranslationContainer(TextFormat::YELLOW . "%multiplayer.player.joined", [ $this->getDisplayName() ]) )); if(strlen(trim((string) $ev->getJoinMessage())) > 0){ $this->server->broadcastMessage($ev->getJoinMessage()); } $this->noDamageTicks = 60; $this->spawnToAll(); if($this->server->getUpdater()->hasUpdate() and $this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE) and $this->server->getProperty("auto-updater.on-update.warn-ops", true)){ $this->server->getUpdater()->showPlayerUpdate($this); } if($this->getHealth() <= 0){ $this->respawn(); } } protected function orderChunks() : void{ if(!$this->isConnected() or $this->viewDistance === -1){ return; } Timings::$playerChunkOrderTimer->startTiming(); $this->nextChunkOrderRun = 200; $radius = $this->server->getAllowedViewDistance($this->viewDistance); $radiusSquared = $radius ** 2; $newOrder = []; $unloadChunks = $this->usedChunks; $centerX = $this->getFloorX() >> 4; $centerZ = $this->getFloorZ() >> 4; for($x = 0; $x < $radius; ++$x){ for($z = 0; $z <= $x; ++$z){ if(($x ** 2 + $z ** 2) > $radiusSquared){ break; //skip to next band } //If the chunk is in the radius, others at the same offsets in different quadrants are also guaranteed to be. /* Top right quadrant */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX + $x, $centerZ + $z)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Top left quadrant */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX - $x - 1, $centerZ + $z)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Bottom right quadrant */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX + $x, $centerZ - $z - 1)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Bottom left quadrant */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX - $x - 1, $centerZ - $z - 1)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); if($x !== $z){ /* Top right quadrant mirror */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX + $z, $centerZ + $x)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Top left quadrant mirror */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX - $z - 1, $centerZ + $x)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Bottom right quadrant mirror */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX + $z, $centerZ - $x - 1)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); /* Bottom left quadrant mirror */ if(!isset($this->usedChunks[$index = Level::chunkHash($centerX - $z - 1, $centerZ - $x - 1)]) or $this->usedChunks[$index] === false){ $newOrder[$index] = true; } unset($unloadChunks[$index]); } } } foreach($unloadChunks as $index => $bool){ Level::getXZ($index, $X, $Z); $this->unloadChunk($X, $Z); } $this->loadQueue = $newOrder; Timings::$playerChunkOrderTimer->stopTiming(); } public function doChunkRequests(){ if(!$this->isOnline()){ return; } if($this->nextChunkOrderRun-- <= 0){ $this->orderChunks(); } if(count($this->loadQueue) > 0){ $this->sendNextChunk(); } } /** * @return Position */ public function getSpawn(){ if($this->hasValidSpawnPosition()){ return $this->spawnPosition; }else{ $level = $this->server->getDefaultLevel(); return $level->getSafeSpawn(); } } /** * @return bool */ public function hasValidSpawnPosition() : bool{ return $this->spawnPosition !== null and $this->spawnPosition->isValid(); } /** * Sets the spawnpoint of the player (and the compass direction) to a Vector3, or set it on another world with a * Position object * * @param Vector3|Position $pos */ public function setSpawn(Vector3 $pos){ if(!($pos instanceof Position)){ $level = $this->level; }else{ $level = $pos->getLevel(); } $this->spawnPosition = new Position($pos->x, $pos->y, $pos->z, $level); $pk = new SetSpawnPositionPacket(); $pk->x = $this->spawnPosition->getFloorX(); $pk->y = $this->spawnPosition->getFloorY(); $pk->z = $this->spawnPosition->getFloorZ(); $pk->spawnType = SetSpawnPositionPacket::TYPE_PLAYER_SPAWN; $pk->spawnForced = false; $this->sendDataPacket($pk); } /** * @return bool */ public function isSleeping() : bool{ return $this->sleeping !== null; } /** * @param Vector3 $pos * * @return bool */ public function sleepOn(Vector3 $pos) : bool{ if(!$this->isOnline()){ return false; } $pos = $pos->floor(); $b = $this->level->getBlock($pos); $this->server->getPluginManager()->callEvent($ev = new PlayerBedEnterEvent($this, $b)); if($ev->isCancelled()){ return false; } if($b instanceof Bed){ $b->setOccupied(); } $this->sleeping = clone $pos; $this->propertyManager->setBlockPos(self::DATA_PLAYER_BED_POSITION, $pos); $this->setPlayerFlag(self::DATA_PLAYER_FLAG_SLEEP, true); $this->setSpawn($pos); $this->level->setSleepTicks(60); return true; } public function stopSleep(){ if($this->sleeping instanceof Vector3){ $b = $this->level->getBlock($this->sleeping); if($b instanceof Bed){ $b->setOccupied(false); } $this->server->getPluginManager()->callEvent($ev = new PlayerBedLeaveEvent($this, $b)); $this->sleeping = null; $this->propertyManager->setBlockPos(self::DATA_PLAYER_BED_POSITION, null); $this->setPlayerFlag(self::DATA_PLAYER_FLAG_SLEEP, false); $this->level->setSleepTicks(0); $this->broadcastAnimation([$this], AnimatePacket::ACTION_STOP_SLEEP); } } /** * @param string $achievementId * * @return bool */ public function hasAchievement(string $achievementId) : bool{ if(!isset(Achievement::$list[$achievementId])){ return false; } return $this->achievements[$achievementId] ?? false; } /** * @param string $achievementId * * @return bool */ public function awardAchievement(string $achievementId) : bool{ if(isset(Achievement::$list[$achievementId]) and !$this->hasAchievement($achievementId)){ foreach(Achievement::$list[$achievementId]["requires"] as $requirementId){ if(!$this->hasAchievement($requirementId)){ return false; } } $this->server->getPluginManager()->callEvent($ev = new PlayerAchievementAwardedEvent($this, $achievementId)); if(!$ev->isCancelled()){ $this->achievements[$achievementId] = true; Achievement::broadcast($this, $achievementId); return true; }else{ return false; } } return false; } /** * @param string $achievementId */ public function removeAchievement(string $achievementId){ if($this->hasAchievement($achievementId)){ $this->achievements[$achievementId] = false; } } /** * @return int */ public function getGamemode() : int{ return $this->gamemode; } /** * @internal * * Returns a client-friendly gamemode of the specified real gamemode * This function takes care of handling gamemodes known to MCPE (as of 1.1.0.3, that includes Survival, Creative and Adventure) * * TODO: remove this when Spectator Mode gets added properly to MCPE * * @param int $gamemode * @return int */ public static function getClientFriendlyGamemode(int $gamemode) : int{ $gamemode &= 0x03; if($gamemode === Player::SPECTATOR){ return Player::CREATIVE; } return $gamemode; } /** * Sets the gamemode, and if needed, kicks the Player. * * @param int $gm * @param bool $client if the client made this change in their GUI * * @return bool */ public function setGamemode(int $gm, bool $client = false) : bool{ if($gm < 0 or $gm > 3 or $this->gamemode === $gm){ return false; } $this->server->getPluginManager()->callEvent($ev = new PlayerGameModeChangeEvent($this, $gm)); if($ev->isCancelled()){ if($client){ //gamemode change by client in the GUI $this->sendGamemode(); } return false; } $this->gamemode = $gm; $this->allowFlight = $this->isCreative(); if($this->isSpectator()){ $this->flying = true; $this->keepMovement = true; $this->despawnFromAll(); }else{ $this->keepMovement = $this->allowMovementCheats; if($this->isSurvival()){ $this->flying = false; } $this->spawnToAll(); } $this->resetFallDistance(); if(!$client){ //Gamemode changed by server, do not send for client changes $this->sendGamemode(); }else{ Command::broadcastCommandMessage($this, new TranslationContainer("commands.gamemode.success.self", [Server::getGamemodeString($gm)])); } $this->sendSettings(); $this->inventory->sendCreativeContents(); return true; } /** * @internal * Sends the player's gamemode to the client. */ public function sendGamemode(){ $pk = new SetPlayerGameTypePacket(); $pk->gamemode = Player::getClientFriendlyGamemode($this->gamemode); $this->sendDataPacket($pk); } /** * Sends all the option flags */ public function sendSettings(){ $pk = new AdventureSettingsPacket(); $pk->setFlag(AdventureSettingsPacket::WORLD_IMMUTABLE, $this->isSpectator()); $pk->setFlag(AdventureSettingsPacket::NO_PVP, $this->isSpectator()); $pk->setFlag(AdventureSettingsPacket::AUTO_JUMP, $this->autoJump); $pk->setFlag(AdventureSettingsPacket::ALLOW_FLIGHT, $this->allowFlight); $pk->setFlag(AdventureSettingsPacket::NO_CLIP, $this->isSpectator()); $pk->setFlag(AdventureSettingsPacket::FLYING, $this->flying); $pk->commandPermission = ($this->isOp() ? AdventureSettingsPacket::PERMISSION_OPERATOR : AdventureSettingsPacket::PERMISSION_NORMAL); $pk->playerPermission = ($this->isOp() ? PlayerPermissions::OPERATOR : PlayerPermissions::MEMBER); $pk->entityUniqueId = $this->getId(); $this->sendDataPacket($pk); } /** * NOTE: Because Survival and Adventure Mode share some similar behaviour, this method will also return true if the player is * in Adventure Mode. Supply the $literal parameter as true to force a literal Survival Mode check. * * @param bool $literal whether a literal check should be performed * * @return bool */ public function isSurvival(bool $literal = false) : bool{ if($literal){ return $this->gamemode === Player::SURVIVAL; }else{ return ($this->gamemode & 0x01) === 0; } } /** * NOTE: Because Creative and Spectator Mode share some similar behaviour, this method will also return true if the player is * in Spectator Mode. Supply the $literal parameter as true to force a literal Creative Mode check. * * @param bool $literal whether a literal check should be performed * * @return bool */ public function isCreative(bool $literal = false) : bool{ if($literal){ return $this->gamemode === Player::CREATIVE; }else{ return ($this->gamemode & 0x01) === 1; } } /** * NOTE: Because Adventure and Spectator Mode share some similar behaviour, this method will also return true if the player is * in Spectator Mode. Supply the $literal parameter as true to force a literal Adventure Mode check. * * @param bool $literal whether a literal check should be performed * * @return bool */ public function isAdventure(bool $literal = false) : bool{ if($literal){ return $this->gamemode === Player::ADVENTURE; }else{ return ($this->gamemode & 0x02) > 0; } } /** * @return bool */ public function isSpectator() : bool{ return $this->gamemode === Player::SPECTATOR; } public function isFireProof() : bool{ return $this->isCreative(); } public function getDrops() : array{ if(!$this->isCreative()){ return parent::getDrops(); } return []; } public function getXpDropAmount() : int{ if(!$this->isCreative()){ return parent::getXpDropAmount(); } return 0; } protected function checkGroundState(float $movX, float $movY, float $movZ, float $dx, float $dy, float $dz) : void{ $bb = clone $this->boundingBox; $bb->minY = $this->y - 0.2; $bb->maxY = $this->y + 0.2; $this->onGround = $this->isCollided = count($this->level->getCollisionBlocks($bb, true)) > 0; } public function canBeMovedByCurrents() : bool{ return false; //currently has no server-side movement } protected function checkNearEntities(){ foreach($this->level->getNearbyEntities($this->boundingBox->expandedCopy(1, 0.5, 1), $this) as $entity){ $entity->scheduleUpdate(); if(!$entity->isAlive() or $entity->isFlaggedForDespawn()){ continue; } $entity->onCollideWithPlayer($this); } } protected function processMovement(int $tickDiff){ if($this->newPosition === null or $this->isSleeping()){ return; } assert($this->x !== null and $this->y !== null and $this->z !== null); assert($this->newPosition->x !== null and $this->newPosition->y !== null and $this->newPosition->z !== null); $newPos = $this->newPosition; $distanceSquared = $newPos->distanceSquared($this); $revert = false; if(($distanceSquared / ($tickDiff ** 2)) > 100){ /* !!! BEWARE YE WHO ENTER HERE !!! * * This is NOT an anti-cheat check. It is a safety check. * Without it hackers can teleport with freedom on their own and cause lots of undesirable behaviour, like * freezes, lag spikes and memory exhaustion due to sync chunk loading and collision checks across large distances. * Not only that, but high-latency players can trigger such behaviour innocently. * * If you must tamper with this code, be aware that this can cause very nasty results. Do not waste our time * asking for help if you suffer the consequences of messing with this. */ $this->server->getLogger()->warning($this->getName() . " moved too fast, reverting movement"); $this->server->getLogger()->debug("Old position: " . $this->asVector3() . ", new position: " . $this->newPosition); $revert = true; }else{ $chunkX = $newPos->getFloorX() >> 4; $chunkZ = $newPos->getFloorZ() >> 4; if(!$this->level->isChunkLoaded($chunkX, $chunkZ) or !$this->level->isChunkGenerated($chunkX, $chunkZ)){ $revert = true; $this->nextChunkOrderRun = 0; } } if(!$revert and $distanceSquared != 0){ $dx = $newPos->x - $this->x; $dy = $newPos->y - $this->y; $dz = $newPos->z - $this->z; $this->move($dx, $dy, $dz); $diff = $this->distanceSquared($newPos) / $tickDiff ** 2; if($this->isSurvival() and !$revert and $diff > 0.0625){ $ev = new PlayerIllegalMoveEvent($this, $newPos, $this->lastLocation->asVector3()); $ev->setCancelled($this->allowMovementCheats); $this->server->getPluginManager()->callEvent($ev); if(!$ev->isCancelled()){ $revert = true; $this->server->getLogger()->warning($this->getServer()->getLanguage()->translateString("pocketmine.player.invalidMove", [$this->getName()])); $this->server->getLogger()->debug("Old position: " . $this->asVector3() . ", new position: " . $this->newPosition); } } if($diff > 0 and !$revert){ $this->setPosition($newPos); } } $from = clone $this->lastLocation; $to = $this->asLocation(); $delta = $to->distanceSquared($from); $deltaAngle = abs($this->lastLocation->yaw - $to->yaw) + abs($this->lastLocation->pitch - $to->pitch); if(!$revert and ($delta > 0.0001 or $deltaAngle > 1.0)){ $this->lastLocation = clone $to; //avoid PlayerMoveEvent modifying this $ev = new PlayerMoveEvent($this, $from, $to); $this->server->getPluginManager()->callEvent($ev); if(!($revert = $ev->isCancelled())){ //Yes, this is intended if($to->distanceSquared($ev->getTo()) > 0.01){ //If plugins modify the destination $this->teleport($ev->getTo()); }else{ $this->broadcastMovement(); $distance = $from->distance($to); //TODO: check swimming (adds 0.015 exhaustion in MCPE) if($this->isSprinting()){ $this->exhaust(0.1 * $distance, PlayerExhaustEvent::CAUSE_SPRINTING); }else{ $this->exhaust(0.01 * $distance, PlayerExhaustEvent::CAUSE_WALKING); } } } $this->speed = $to->subtract($from)->divide($tickDiff); }elseif($distanceSquared == 0){ $this->speed = new Vector3(0, 0, 0); } if($revert){ $this->lastLocation = $from; $this->setPosition($from); $this->sendPosition($from, $from->yaw, $from->pitch, MovePlayerPacket::MODE_RESET); }else{ if($distanceSquared != 0 and $this->nextChunkOrderRun > 20){ $this->nextChunkOrderRun = 20; } } $this->newPosition = null; } public function jump() : void{ $this->server->getPluginManager()->callEvent(new PlayerJumpEvent($this)); parent::jump(); } public function setMotion(Vector3 $motion) : bool{ if(parent::setMotion($motion)){ $this->broadcastMotion(); if($this->motion->y > 0){ $this->startAirTicks = (-log($this->gravity / ($this->gravity + $this->drag * $this->motion->y)) / $this->drag) * 2 + 5; } return true; } return false; } protected function updateMovement(bool $teleport = false) : void{ } protected function tryChangeMovement() : void{ } public function sendAttributes(bool $sendAll = false){ $entries = $sendAll ? $this->attributeMap->getAll() : $this->attributeMap->needSend(); if(count($entries) > 0){ $pk = new UpdateAttributesPacket(); $pk->entityRuntimeId = $this->id; $pk->entries = $entries; $this->sendDataPacket($pk); foreach($entries as $entry){ $entry->markSynchronized(); } } } public function onUpdate(int $currentTick) : bool{ if(!$this->loggedIn){ return false; } $tickDiff = $currentTick - $this->lastUpdate; if($tickDiff <= 0){ return true; } $this->messageCounter = 2; $this->lastUpdate = $currentTick; $this->sendAttributes(); if(!$this->isAlive() and $this->spawned){ $this->onDeathUpdate($tickDiff); return true; } $this->timings->startTiming(); if($this->spawned){ $this->processMovement($tickDiff); $this->motion->x = $this->motion->y = $this->motion->z = 0; //TODO: HACK! (Fixes player knockback being messed up) Timings::$timerEntityBaseTick->startTiming(); $this->entityBaseTick($tickDiff); Timings::$timerEntityBaseTick->stopTiming(); if(!$this->isSpectator() and $this->isAlive()){ Timings::$playerCheckNearEntitiesTimer->startTiming(); $this->checkNearEntities(); Timings::$playerCheckNearEntitiesTimer->stopTiming(); if($this->speed !== null){ if($this->onGround){ if($this->inAirTicks !== 0){ $this->startAirTicks = 5; } $this->inAirTicks = 0; }else{ if(!$this->allowFlight and $this->inAirTicks > 10 and !$this->isSleeping() and !$this->isImmobile()){ $expectedVelocity = (-$this->gravity) / $this->drag - ((-$this->gravity) / $this->drag) * exp(-$this->drag * ($this->inAirTicks - $this->startAirTicks)); $diff = ($this->speed->y - $expectedVelocity) ** 2; if(!$this->hasEffect(Effect::JUMP) and !$this->hasEffect(Effect::LEVITATION) and $diff > 0.6 and $expectedVelocity < $this->speed->y and !$this->server->getAllowFlight()){ if($this->inAirTicks < 100){ $this->setMotion(new Vector3(0, $expectedVelocity, 0)); }elseif($this->kick($this->server->getLanguage()->translateString("kick.reason.cheat", ["%ability.flight"]))){ $this->timings->stopTiming(); return false; } } } $this->inAirTicks += $tickDiff; } } } } $this->timings->stopTiming(); return true; } protected function doFoodTick(int $tickDiff = 1) : void{ if($this->isSurvival()){ parent::doFoodTick($tickDiff); } } public function exhaust(float $amount, int $cause = PlayerExhaustEvent::CAUSE_CUSTOM) : float{ if($this->isSurvival()){ return parent::exhaust($amount, $cause); } return 0.0; } public function isHungry() : bool{ return $this->isSurvival() and parent::isHungry(); } public function canBreathe() : bool{ return $this->isCreative() or parent::canBreathe(); } protected function sendEffectAdd(EffectInstance $effect, bool $replacesOldEffect) : void{ $pk = new MobEffectPacket(); $pk->entityRuntimeId = $this->getId(); $pk->eventId = $replacesOldEffect ? MobEffectPacket::EVENT_MODIFY : MobEffectPacket::EVENT_ADD; $pk->effectId = $effect->getId(); $pk->amplifier = $effect->getAmplifier(); $pk->particles = $effect->isVisible(); $pk->duration = $effect->getDuration(); $this->sendDataPacket($pk); } protected function sendEffectRemove(EffectInstance $effect) : void{ $pk = new MobEffectPacket(); $pk->entityRuntimeId = $this->getId(); $pk->eventId = MobEffectPacket::EVENT_REMOVE; $pk->effectId = $effect->getId(); $this->sendDataPacket($pk); } /** * Returns whether the player can interact with the specified position. This checks distance and direction. * * @param Vector3 $pos * @param float $maxDistance * @param float $maxDiff defaults to half of the 3D diagonal width of a block * * @return bool */ public function canInteract(Vector3 $pos, float $maxDistance, float $maxDiff = M_SQRT3 / 2) : bool{ $eyePos = $this->getPosition()->add(0, $this->getEyeHeight(), 0); if($eyePos->distanceSquared($pos) > $maxDistance ** 2){ return false; } $dV = $this->getDirectionVector(); $eyeDot = $dV->dot($eyePos); $targetDot = $dV->dot($pos); return ($targetDot - $eyeDot) >= -$maxDiff; } public function handleLogin(LoginPacket $packet) : bool{ $this->username = TextFormat::clean($packet->username); $this->displayName = $this->username; $this->iusername = strtolower($this->username); $this->locale = $packet->locale; $this->randomClientId = $packet->clientId; $this->uuid = UUID::fromString($packet->clientUUID); $this->rawUUID = $this->uuid->toBinary(); $this->xuid = $packet->xuid; $this->setSkin($packet->skin); $this->server->getPluginManager()->callEvent($ev = new PlayerPreLoginEvent($this, "Plugin reason")); if($ev->isCancelled()){ $this->close("", $ev->getKickMessage()); return true; } if(count($this->server->getOnlinePlayers()) >= $this->server->getMaxPlayers() and $this->kick("disconnectionScreen.serverFull", false)){ return true; } if(!$this->server->isWhitelisted($this->username) and $this->kick("Server is white-listed", false)){ return true; } if( ($this->isBanned() or $this->server->getIPBans()->isBanned($this->getAddress())) and $this->kick("You are banned", false) ){ return true; } if(!$packet->skipVerification){ $this->server->getAsyncPool()->submitTask(new ProcessLoginTask($this, $packet, NetworkCipher::$ENABLED)); }else{ $this->setAuthenticationStatus(true, null); $this->networkSession->onLoginSuccess(); } return true; } public function setAuthenticationStatus(bool $authenticated, ?string $error) : bool{ if($this->networkSession === null){ return false; } if($authenticated and $this->xuid === ""){ $error = "Expected XUID but none found"; } if($error !== null){ $this->close("", $this->server->getLanguage()->translateString("pocketmine.disconnect.invalidSession", [$error])); return false; } $this->authenticated = $authenticated; if(!$this->authenticated){ if($this->server->requiresAuthentication() and $this->kick("disconnectionScreen.notAuthenticated", false)){ //use kick to allow plugins to cancel this return false; } $this->server->getLogger()->debug($this->getName() . " is NOT logged into Xbox Live"); if($this->xuid !== ""){ $this->server->getLogger()->warning($this->getName() . " has an XUID, but their login keychain is not signed by Mojang"); $this->xuid = ""; } }else{ $this->server->getLogger()->debug($this->getName() . " is logged into Xbox Live"); } foreach($this->server->getLoggedInPlayers() as $p){ if($p !== $this and ($p->iusername === $this->iusername or $this->getUniqueId()->equals($p->getUniqueId()))){ if(!$p->kick("logged in from another location")){ $this->close($this->getLeaveMessage(), "Logged in from another location"); return false; } } } return true; } public function onLoginSuccess() : void{ $this->loggedIn = true; $this->server->onPlayerLogin($this); } public function _actuallyConstruct(){ $namedtag = $this->server->getOfflinePlayerData($this->username); //TODO: make this async if(($level = $this->server->getLevelByName($namedtag->getString("Level", "", true))) === null){ /** @var Level $level */ $level = $this->server->getDefaultLevel(); //TODO: default level may be null $spawnLocation = $level->getSafeSpawn(); $namedtag->setTag(new ListTag("Pos", [ new DoubleTag("", $spawnLocation->x), new DoubleTag("", $spawnLocation->y), new DoubleTag("", $spawnLocation->z) ])); } /** @var float[] $pos */ $pos = $namedtag->getListTag("Pos")->getAllValues(); $level->registerChunkLoader($this, ((int) floor($pos[0])) >> 4, ((int) floor($pos[2])) >> 4, true); parent::__construct($level, $namedtag); $this->server->getPluginManager()->callEvent($ev = new PlayerLoginEvent($this, "Plugin reason")); if($ev->isCancelled()){ $this->close($this->getLeaveMessage(), $ev->getKickMessage()); return; } $this->server->getLogger()->info($this->getServer()->getLanguage()->translateString("pocketmine.player.logIn", [ TextFormat::AQUA . $this->username . TextFormat::WHITE, $this->networkSession->getIp(), $this->networkSession->getPort(), $this->id, $this->level->getName(), round($this->x, 4), round($this->y, 4), round($this->z, 4) ])); $this->server->addOnlinePlayer($this); } protected function initHumanData(CompoundTag $nbt) : void{ $this->setNameTag($this->username); } protected function initEntity(CompoundTag $nbt) : void{ parent::initEntity($nbt); $this->addDefaultWindows(); $this->firstPlayed = $nbt->getLong("firstPlayed", $now = (int) (microtime(true) * 1000)); $this->lastPlayed = $nbt->getLong("lastPlayed", $now); $this->gamemode = $nbt->getInt("playerGameType", self::SURVIVAL) & 0x03; if($this->server->getForceGamemode()){ $this->gamemode = $this->server->getGamemode(); } $this->allowFlight = $this->isCreative(); $this->keepMovement = $this->isSpectator() || $this->allowMovementCheats(); if($this->isOp()){ $this->setRemoveFormat(false); } $this->setNameTagVisible(); $this->setNameTagAlwaysVisible(); $this->setCanClimb(); $this->achievements = []; $achievements = $nbt->getCompoundTag("Achievements") ?? []; /** @var ByteTag $achievement */ foreach($achievements as $achievement){ $this->achievements[$achievement->getName()] = $achievement->getValue() !== 0; } if(!$this->hasValidSpawnPosition()){ if(($level = $this->server->getLevelByName($nbt->getString("SpawnLevel", ""))) instanceof Level){ $this->spawnPosition = new Position($nbt->getInt("SpawnX"), $nbt->getInt("SpawnY"), $nbt->getInt("SpawnZ"), $level); }else{ $this->spawnPosition = $this->level->getSafeSpawn(); } } } /** * Sends a chat message as this player. If the message begins with a / (forward-slash) it will be treated * as a command. * * @param string $message * * @return bool */ public function chat(string $message) : bool{ $this->doCloseInventory(); $message = TextFormat::clean($message, $this->removeFormat); foreach(explode("\n", $message) as $messagePart){ if(trim($messagePart) !== "" and strlen($messagePart) <= 255 and $this->messageCounter-- > 0){ if(strpos($messagePart, './') === 0){ $messagePart = substr($messagePart, 1); } $ev = new PlayerCommandPreprocessEvent($this, $messagePart); $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ break; } if(strpos($ev->getMessage(), "/") === 0){ Timings::$playerCommandTimer->startTiming(); $this->server->dispatchCommand($ev->getPlayer(), substr($ev->getMessage(), 1)); Timings::$playerCommandTimer->stopTiming(); }else{ $this->server->getPluginManager()->callEvent($ev = new PlayerChatEvent($this, $ev->getMessage())); if(!$ev->isCancelled()){ $this->server->broadcastMessage($this->getServer()->getLanguage()->translateString($ev->getFormat(), [$ev->getPlayer()->getDisplayName(), $ev->getMessage()]), $ev->getRecipients()); } } } } return true; } public function handleMovePlayer(MovePlayerPacket $packet) : bool{ $newPos = $packet->position->subtract(0, $this->baseOffset, 0); if($this->isTeleporting and $newPos->distanceSquared($this) > 1){ //Tolerate up to 1 block to avoid problems with client-sided physics when spawning in blocks $this->sendPosition($this, null, null, MovePlayerPacket::MODE_RESET); $this->server->getLogger()->debug("Got outdated pre-teleport movement from " . $this->getName() . ", received " . $newPos . ", expected " . $this->asVector3()); //Still getting movements from before teleport, ignore them }else{ // Once we get a movement within a reasonable distance, treat it as a teleport ACK and remove position lock if($this->isTeleporting){ $this->isTeleporting = false; } $packet->yaw = fmod($packet->yaw, 360); $packet->pitch = fmod($packet->pitch, 360); if($packet->yaw < 0){ $packet->yaw += 360; } $this->setRotation($packet->yaw, $packet->pitch); $this->newPosition = $newPos; } return true; } public function handleLevelSoundEvent(LevelSoundEventPacket $packet) : bool{ //TODO: add events so plugins can change this if($this->chunk !== null){ $this->getLevel()->addChunkPacket($this->chunk->getX(), $this->chunk->getZ(), $packet); } return true; } public function handleEntityEvent(EntityEventPacket $packet) : bool{ $this->doCloseInventory(); switch($packet->event){ case EntityEventPacket::EATING_ITEM: if($packet->data === 0){ return false; } $this->sendDataPacket($packet); $this->server->broadcastPacket($this->getViewers(), $packet); break; default: return false; } return true; } public function equipItem(int $hotbarSlot) : bool{ if(!$this->inventory->isHotbarSlot($hotbarSlot)){ $this->inventory->sendContents($this); return false; } $this->server->getPluginManager()->callEvent($ev = new PlayerItemHeldEvent($this, $this->inventory->getItem($hotbarSlot), $hotbarSlot)); if($ev->isCancelled()){ $this->inventory->sendHeldItem($this); return false; } $this->inventory->setHeldItemIndex($hotbarSlot, false); $this->setUsingItem(false); return true; } /** * Activates the item in hand, for example throwing a projectile. * * @return bool if it did something */ public function useHeldItem() : bool{ $directionVector = $this->getDirectionVector(); $item = $this->inventory->getItemInHand(); $ev = new PlayerInteractEvent($this, $item, null, $directionVector, 0, PlayerInteractEvent::RIGHT_CLICK_AIR); if($this->hasItemCooldown($item)){ $ev->setCancelled(); } $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->inventory->sendHeldItem($this); return false; } if($item->onClickAir($this, $directionVector)){ $this->resetItemCooldown($item); if($this->isSurvival()){ $this->inventory->setItemInHand($item); } } //TODO: check if item has a release action - if it doesn't, this shouldn't be set $this->setUsingItem(true); return true; } /** * Consumes the currently-held item. * * @return bool */ public function consumeHeldItem() : bool{ $slot = $this->inventory->getItemInHand(); if($slot instanceof Consumable){ $ev = new PlayerItemConsumeEvent($this, $slot); if($this->hasItemCooldown($slot)){ $ev->setCancelled(); } $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled() or !$this->consumeObject($slot)){ $this->inventory->sendContents($this); return true; } $this->resetItemCooldown($slot); if($this->isSurvival()){ $slot->pop(); $this->inventory->setItemInHand($slot); $this->inventory->addItem($slot->getResidue()); } return true; } return false; } /** * Releases the held item, for example to fire a bow. This should be preceded by a call to useHeldItem(). * * @return bool if it did something. */ public function releaseHeldItem() : bool{ try{ if($this->isUsingItem()){ $item = $this->inventory->getItemInHand(); if($this->hasItemCooldown($item)){ $this->inventory->sendContents($this); return false; } if($item->onReleaseUsing($this)){ $this->resetItemCooldown($item); $this->inventory->setItemInHand($item); return true; } } return false; }finally{ $this->setUsingItem(false); } } public function pickBlock(Vector3 $pos, bool $addTileNBT) : bool{ $block = $this->level->getBlock($pos); $item = $block->getPickedItem(); if($addTileNBT){ $tile = $this->getLevel()->getTile($block); if($tile instanceof Tile){ $nbt = $tile->getCleanedNBT(); if($nbt instanceof CompoundTag){ $item->setCustomBlockData($nbt); $item->setLore(["+(DATA)"]); } } } $ev = new PlayerBlockPickEvent($this, $block, $item); if(!$this->isCreative(true)){ $this->server->getLogger()->debug("Got block-pick request from " . $this->getName() . " when not in creative mode (gamemode " . $this->getGamemode() . ")"); $ev->setCancelled(); } $this->server->getPluginManager()->callEvent($ev); if(!$ev->isCancelled()){ $this->inventory->setItemInHand($item); } return true; } public function startBreakBlock(Vector3 $pos, int $face) : bool{ if($pos->distanceSquared($this) > 10000){ return false; //TODO: maybe this should throw an exception instead? } $target = $this->level->getBlock($pos); $ev = new PlayerInteractEvent($this, $this->inventory->getItemInHand(), $target, null, $face, $target->getId() === 0 ? PlayerInteractEvent::LEFT_CLICK_AIR : PlayerInteractEvent::LEFT_CLICK_BLOCK); if($this->level->checkSpawnProtection($this, $target)){ $ev->setCancelled(); } $this->getServer()->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->inventory->sendHeldItem($this); return true; } $block = $target->getSide($face); if($block->getId() === Block::FIRE){ $this->level->setBlock($block, BlockFactory::get(Block::AIR)); return true; } if(!$this->isCreative()){ //TODO: improve this to take stuff like swimming, ladders, enchanted tools into account, fix wrong tool break time calculations for bad tools (pmmp/PocketMine-MP#211) $breakTime = ceil($target->getBreakTime($this->inventory->getItemInHand()) * 20); if($breakTime > 0){ $this->level->broadcastLevelEvent($pos, LevelEventPacket::EVENT_BLOCK_START_BREAK, (int) (65535 / $breakTime)); } } return true; } public function continueBreakBlock(Vector3 $pos, int $face) : void{ $block = $this->level->getBlock($pos); $this->level->broadcastLevelEvent( $pos, LevelEventPacket::EVENT_PARTICLE_PUNCH_BLOCK, BlockFactory::toStaticRuntimeId($block->getId(), $block->getDamage()) | ($face << 24) ); //TODO: destroy-progress level event } public function stopBreakBlock(Vector3 $pos) : void{ $this->level->broadcastLevelEvent($pos, LevelEventPacket::EVENT_BLOCK_STOP_BREAK); } /** * Breaks the block at the given position using the currently-held item. * * @param Vector3 $pos * * @return bool if the block was successfully broken. */ public function breakBlock(Vector3 $pos) : bool{ $this->doCloseInventory(); if($this->canInteract($pos->add(0.5, 0.5, 0.5), $this->isCreative() ? 13 : 7) and !$this->isSpectator()){ $item = $this->inventory->getItemInHand(); $oldItem = clone $item; if($this->level->useBreakOn($pos, $item, $this, true)){ if($this->isSurvival()){ if(!$item->equalsExact($oldItem)){ $this->inventory->setItemInHand($item); } $this->exhaust(0.025, PlayerExhaustEvent::CAUSE_MINING); } return true; } } $this->inventory->sendContents($this); $this->inventory->sendHeldItem($this); $target = $this->level->getBlock($pos); /** @var Block[] $blocks */ $blocks = $target->getAllSides(); $blocks[] = $target; $this->level->sendBlocks([$this], $blocks, UpdateBlockPacket::FLAG_ALL_PRIORITY); foreach($blocks as $b){ $tile = $this->level->getTile($b); if($tile instanceof Spawnable){ $tile->spawnTo($this); } } return false; } /** * Touches the block at the given position with the currently-held item. * * @param Vector3 $pos * @param int $face * @param Vector3 $clickOffset * * @return bool if it did something */ public function interactBlock(Vector3 $pos, int $face, Vector3 $clickOffset) : bool{ $this->setUsingItem(false); if($this->canInteract($pos->add(0.5, 0.5, 0.5), 13) and !$this->isSpectator()){ $item = $this->inventory->getItemInHand(); //this is a copy of the real item $oldItem = clone $item; if($this->level->useItemOn($pos, $item, $face, $clickOffset, $this, true)){ if($this->isSurvival() and !$item->equalsExact($oldItem)){ $this->inventory->setItemInHand($item); } return true; } } $this->inventory->sendHeldItem($this); if($pos->distanceSquared($this) > 10000){ return true; } $target = $this->level->getBlock($pos); $block = $target->getSide($face); /** @var Block[] $blocks */ $blocks = array_merge($target->getAllSides(), $block->getAllSides()); //getAllSides() on each of these will include $target and $block because they are next to each other $this->level->sendBlocks([$this], $blocks, UpdateBlockPacket::FLAG_ALL_PRIORITY); return false; } /** * Attacks the given entity with the currently-held item. * TODO: move this up the class hierarchy * * @param Entity $entity * * @return bool if the entity was dealt damage */ public function attackEntity(Entity $entity) : bool{ if(!$entity->isAlive()){ return false; } if($entity instanceof ItemEntity or $entity instanceof Arrow){ $this->kick("Attempting to attack an invalid entity"); $this->server->getLogger()->warning($this->getServer()->getLanguage()->translateString("pocketmine.player.invalidEntity", [$this->getName()])); return false; } $heldItem = $this->inventory->getItemInHand(); $ev = new EntityDamageByEntityEvent($this, $entity, EntityDamageEvent::CAUSE_ENTITY_ATTACK, $heldItem->getAttackPoints()); if(!$this->canInteract($entity, 8) or ($entity instanceof Player and !$this->server->getConfigBool("pvp"))){ $ev->setCancelled(); } $meleeEnchantmentDamage = 0; /** @var EnchantmentInstance[] $meleeEnchantments */ $meleeEnchantments = []; foreach($heldItem->getEnchantments() as $enchantment){ $type = $enchantment->getType(); if($type instanceof MeleeWeaponEnchantment and $type->isApplicableTo($entity)){ $meleeEnchantmentDamage += $type->getDamageBonus($enchantment->getLevel()); $meleeEnchantments[] = $enchantment; } } $ev->setModifier($meleeEnchantmentDamage, EntityDamageEvent::MODIFIER_WEAPON_ENCHANTMENTS); if(!$this->isSprinting() and !$this->isFlying() and $this->fallDistance > 0 and !$this->hasEffect(Effect::BLINDNESS) and !$this->isUnderwater()){ $ev->setModifier($ev->getFinalDamage() / 2, EntityDamageEvent::MODIFIER_CRITICAL); } $entity->attack($ev); if($ev->isCancelled()){ if($heldItem instanceof Durable and $this->isSurvival()){ $this->inventory->sendContents($this); } return false; } if($ev->getModifier(EntityDamageEvent::MODIFIER_CRITICAL) > 0){ $entity->broadcastAnimation(null, AnimatePacket::ACTION_CRITICAL_HIT); } foreach($meleeEnchantments as $enchantment){ $type = $enchantment->getType(); assert($type instanceof MeleeWeaponEnchantment); $type->onPostAttack($this, $entity, $enchantment->getLevel()); } if($this->isAlive()){ //reactive damage like thorns might cause us to be killed by attacking another mob, which //would mean we'd already have dropped the inventory by the time we reached here if($heldItem->onAttackEntity($entity) and $this->isSurvival()){ //always fire the hook, even if we are survival $this->inventory->setItemInHand($heldItem); } $this->exhaust(0.3, PlayerExhaustEvent::CAUSE_ATTACK); } return true; } /** * Interacts with the given entity using the currently-held item. * * @param Entity $entity * @param Vector3 $clickPos * * @return bool */ public function interactEntity(Entity $entity, Vector3 $clickPos) : bool{ //TODO return false; } public function toggleSprint(bool $sprint) : void{ $ev = new PlayerToggleSprintEvent($this, $sprint); $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->sendData($this); }else{ $this->setSprinting($sprint); } } public function toggleSneak(bool $sneak) : void{ $ev = new PlayerToggleSneakEvent($this, $sneak); $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->sendData($this); }else{ $this->setSneaking($sneak); } } public function toggleFlight(bool $fly) : void{ $ev = new PlayerToggleFlightEvent($this, $fly); $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $this->sendSettings(); }else{ $this->setFlying($fly); } } public function animate(int $action) : bool{ $this->server->getPluginManager()->callEvent($ev = new PlayerAnimationEvent($this, $action)); if($ev->isCancelled()){ return true; } $this->broadcastAnimation($this->getViewers(), $ev->getAnimationType()); return true; } /** * Drops an item on the ground in front of the player. * * @param Item $item */ public function dropItem(Item $item) : void{ $this->level->dropItem($this->add(0, 1.3, 0), $item, $this->getDirectionVector()->multiply(0.4), 40); } public function handleAdventureSettings(AdventureSettingsPacket $packet) : bool{ if($packet->entityUniqueId !== $this->getId()){ return false; //TODO } $handled = false; $isFlying = $packet->getFlag(AdventureSettingsPacket::FLYING); if($isFlying and !$this->allowFlight and !$this->server->getAllowFlight()){ $this->kick($this->server->getLanguage()->translateString("kick.reason.cheat", ["%ability.flight"])); return true; }elseif($isFlying !== $this->isFlying()){ $this->toggleFlight($isFlying); $handled = true; } if($packet->getFlag(AdventureSettingsPacket::NO_CLIP) and !$this->allowMovementCheats and !$this->isSpectator()){ $this->kick($this->server->getLanguage()->translateString("kick.reason.cheat", ["%ability.noclip"])); return true; } //TODO: check other changes return $handled; } public function handleBlockEntityData(BlockEntityDataPacket $packet) : bool{ $this->doCloseInventory(); $pos = new Vector3($packet->x, $packet->y, $packet->z); if($pos->distanceSquared($this) > 10000 or $this->level->checkSpawnProtection($this, $pos)){ return true; } $t = $this->level->getTile($pos); if($t instanceof Spawnable){ $nbt = new NetworkLittleEndianNBTStream(); $compound = $nbt->read($packet->namedtag); if(!($compound instanceof CompoundTag)){ throw new \InvalidArgumentException("Expected " . CompoundTag::class . " in block entity NBT, got " . (is_object($compound) ? get_class($compound) : gettype($compound))); } if(!$t->updateCompoundTag($compound, $this)){ $t->spawnTo($this); } } return true; } public function handleItemFrameDropItem(ItemFrameDropItemPacket $packet) : bool{ $tile = $this->level->getTileAt($packet->x, $packet->y, $packet->z); if($tile instanceof ItemFrame){ $ev = new PlayerInteractEvent($this, $this->inventory->getItemInHand(), $tile->getBlock(), null, 5 - $tile->getBlock()->getDamage(), PlayerInteractEvent::LEFT_CLICK_BLOCK); if($this->isSpectator() or $this->level->checkSpawnProtection($this, $tile)){ $ev->setCancelled(); } $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ $tile->spawnTo($this); return true; } if(lcg_value() <= $tile->getItemDropChance()){ $this->level->dropItem($tile->getBlock(), $tile->getItem()); } $tile->setItem(null); $tile->setItemRotation(0); } return true; } public function handleBookEdit(BookEditPacket $packet) : bool{ /** @var WritableBook $oldBook */ $oldBook = $this->inventory->getItem($packet->inventorySlot); if($oldBook->getId() !== Item::WRITABLE_BOOK){ return false; } $newBook = clone $oldBook; $modifiedPages = []; switch($packet->type){ case BookEditPacket::TYPE_REPLACE_PAGE: $newBook->setPageText($packet->pageNumber, $packet->text); $modifiedPages[] = $packet->pageNumber; break; case BookEditPacket::TYPE_ADD_PAGE: $newBook->insertPage($packet->pageNumber, $packet->text); $modifiedPages[] = $packet->pageNumber; break; case BookEditPacket::TYPE_DELETE_PAGE: $newBook->deletePage($packet->pageNumber); $modifiedPages[] = $packet->pageNumber; break; case BookEditPacket::TYPE_SWAP_PAGES: $newBook->swapPages($packet->pageNumber, $packet->secondaryPageNumber); $modifiedPages = [$packet->pageNumber, $packet->secondaryPageNumber]; break; case BookEditPacket::TYPE_SIGN_BOOK: /** @var WrittenBook $newBook */ $newBook = Item::get(Item::WRITTEN_BOOK, 0, 1, $newBook->getNamedTag()); $newBook->setAuthor($packet->author); $newBook->setTitle($packet->title); $newBook->setGeneration(WrittenBook::GENERATION_ORIGINAL); break; default: return false; } $this->getServer()->getPluginManager()->callEvent($event = new PlayerEditBookEvent($this, $oldBook, $newBook, $packet->type, $modifiedPages)); if($event->isCancelled()){ return true; } $this->getInventory()->setItem($packet->inventorySlot, $event->getNewBook()); return true; } /** * @param DataPacket $packet * @param bool $immediate * * @return bool */ public function sendDataPacket(DataPacket $packet, bool $immediate = false) : bool{ if(!$this->isConnected()){ return false; } //Basic safety restriction. TODO: improve this if(!$this->loggedIn and !$packet->canBeSentBeforeLogin()){ throw new \InvalidArgumentException("Attempted to send " . get_class($packet) . " to " . $this->getName() . " too early"); } return $this->networkSession->sendDataPacket($packet, $immediate); } /** * @deprecated This is a proxy for sendDataPacket() and will be removed in the next major release. * @see Player::sendDataPacket() * * @param DataPacket $packet * * @return bool */ public function dataPacket(DataPacket $packet) : bool{ return $this->sendDataPacket($packet, false); } /** * Transfers a player to another server. * * @param string $address The IP address or hostname of the destination server * @param int $port The destination port, defaults to 19132 * @param string $message Message to show in the console when closing the player * * @return bool if transfer was successful. */ public function transfer(string $address, int $port = 19132, string $message = "transfer") : bool{ $this->server->getPluginManager()->callEvent($ev = new PlayerTransferEvent($this, $address, $port, $message)); if(!$ev->isCancelled()){ $pk = new TransferPacket(); $pk->address = $ev->getAddress(); $pk->port = $ev->getPort(); $this->sendDataPacket($pk, true); $this->close("", $ev->getMessage(), false); return true; } return false; } /** * Kicks a player from the server * * @param string $reason * @param bool $isAdmin * @param TextContainer|string $quitMessage * * @return bool */ public function kick(string $reason = "", bool $isAdmin = true, $quitMessage = null) : bool{ $this->server->getPluginManager()->callEvent($ev = new PlayerKickEvent($this, $reason, $quitMessage ?? $this->getLeaveMessage())); if(!$ev->isCancelled()){ $reason = $ev->getReason(); $message = $reason; if($isAdmin){ if(!$this->isBanned()){ $message = "Kicked by admin." . ($reason !== "" ? " Reason: " . $reason : ""); } }else{ if($reason === ""){ $message = "disconnectionScreen.noReason"; } } $this->close($ev->getQuitMessage(), $message); return true; } return false; } /** * Adds a title text to the user's screen, with an optional subtitle. * * @param string $title * @param string $subtitle * @param int $fadeIn Duration in ticks for fade-in. If -1 is given, client-sided defaults will be used. * @param int $stay Duration in ticks to stay on screen for * @param int $fadeOut Duration in ticks for fade-out. */ public function addTitle(string $title, string $subtitle = "", int $fadeIn = -1, int $stay = -1, int $fadeOut = -1){ $this->setTitleDuration($fadeIn, $stay, $fadeOut); if($subtitle !== ""){ $this->addSubTitle($subtitle); } $this->sendTitleText($title, SetTitlePacket::TYPE_SET_TITLE); } /** * Sets the subtitle message, without sending a title. * * @param string $subtitle */ public function addSubTitle(string $subtitle){ $this->sendTitleText($subtitle, SetTitlePacket::TYPE_SET_SUBTITLE); } /** * Adds small text to the user's screen. * * @param string $message */ public function addActionBarMessage(string $message){ $this->sendTitleText($message, SetTitlePacket::TYPE_SET_ACTIONBAR_MESSAGE); } /** * Removes the title from the client's screen. */ public function removeTitles(){ $pk = new SetTitlePacket(); $pk->type = SetTitlePacket::TYPE_CLEAR_TITLE; $this->sendDataPacket($pk); } /** * Resets the title duration settings. */ public function resetTitles(){ $pk = new SetTitlePacket(); $pk->type = SetTitlePacket::TYPE_RESET_TITLE; $this->sendDataPacket($pk); } /** * Sets the title duration. * * @param int $fadeIn Title fade-in time in ticks. * @param int $stay Title stay time in ticks. * @param int $fadeOut Title fade-out time in ticks. */ public function setTitleDuration(int $fadeIn, int $stay, int $fadeOut){ if($fadeIn >= 0 and $stay >= 0 and $fadeOut >= 0){ $pk = new SetTitlePacket(); $pk->type = SetTitlePacket::TYPE_SET_ANIMATION_TIMES; $pk->fadeInTime = $fadeIn; $pk->stayTime = $stay; $pk->fadeOutTime = $fadeOut; $this->sendDataPacket($pk); } } /** * Internal function used for sending titles. * * @param string $title * @param int $type */ protected function sendTitleText(string $title, int $type){ $pk = new SetTitlePacket(); $pk->type = $type; $pk->text = $title; $this->sendDataPacket($pk); } /** * Sends a direct chat message to a player * * @param TextContainer|string $message */ public function sendMessage($message){ if($message instanceof TextContainer){ if($message instanceof TranslationContainer){ $this->sendTranslation($message->getText(), $message->getParameters()); return; } $message = $message->getText(); } $pk = new TextPacket(); $pk->type = TextPacket::TYPE_RAW; $pk->message = $this->server->getLanguage()->translateString($message); $this->sendDataPacket($pk); } /** * @param string $message * @param string[] $parameters */ public function sendTranslation(string $message, array $parameters = []){ $pk = new TextPacket(); if(!$this->server->isLanguageForced()){ $pk->type = TextPacket::TYPE_TRANSLATION; $pk->needsTranslation = true; $pk->message = $this->server->getLanguage()->translateString($message, $parameters, "pocketmine."); foreach($parameters as $i => $p){ $parameters[$i] = $this->server->getLanguage()->translateString($p, $parameters, "pocketmine."); } $pk->parameters = $parameters; }else{ $pk->type = TextPacket::TYPE_RAW; $pk->message = $this->server->getLanguage()->translateString($message, $parameters); } $this->sendDataPacket($pk); } /** * Sends a popup message to the player * * TODO: add translation type popups * * @param string $message * @param string $subtitle @deprecated */ public function sendPopup(string $message, string $subtitle = ""){ $pk = new TextPacket(); $pk->type = TextPacket::TYPE_POPUP; $pk->message = $message; $this->sendDataPacket($pk); } public function sendTip(string $message){ $pk = new TextPacket(); $pk->type = TextPacket::TYPE_TIP; $pk->message = $message; $this->sendDataPacket($pk); } /** * @param string $sender * @param string $message */ public function sendWhisper(string $sender, string $message){ $pk = new TextPacket(); $pk->type = TextPacket::TYPE_WHISPER; $pk->sourceName = $sender; $pk->message = $message; $this->sendDataPacket($pk); } /** * Sends a Form to the player, or queue to send it if a form is already open. * * @param Form $form */ public function sendForm(Form $form) : void{ $id = $this->formIdCounter++; $pk = new ModalFormRequestPacket(); $pk->formId = $id; $pk->formData = json_encode($form); if($this->sendDataPacket($pk)){ $this->forms[$id] = $form; } } /** * @param int $formId * @param mixed $responseData * * @return bool */ public function onFormSubmit(int $formId, $responseData) : bool{ if(!isset($this->forms[$formId])){ $this->server->getLogger()->debug("Got unexpected response for form $formId"); return false; } try{ $this->forms[$formId]->handleResponse($this, $responseData); }catch(FormValidationException $e){ $this->server->getLogger()->critical("Failed to validate form " . get_class($this->forms[$formId]) . ": " . $e->getMessage()); $this->server->getLogger()->logException($e); }finally{ unset($this->forms[$formId]); } return true; } /** * Note for plugin developers: use kick() with the isAdmin * flag set to kick without the "Kicked by admin" part instead of this method. * * @param TextContainer|string $message Message to be broadcasted * @param string $reason Reason showed in console * @param bool $notify */ final public function close($message = "", string $reason = "generic reason", bool $notify = true) : void{ if($this->isConnected() and !$this->closed){ try{ $ip = $this->networkSession->getIp(); $port = $this->networkSession->getPort(); $this->networkSession->onPlayerDestroyed($reason, $notify); $this->networkSession = null; PermissionManager::getInstance()->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_USERS, $this); PermissionManager::getInstance()->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this); $this->stopSleep(); if($this->spawned){ $this->server->getPluginManager()->callEvent($ev = new PlayerQuitEvent($this, $message, $reason)); if($ev->getQuitMessage() != ""){ $this->server->broadcastMessage($ev->getQuitMessage()); } try{ $this->save(); }catch(\Throwable $e){ $this->server->getLogger()->critical("Failed to save player data for " . $this->getName()); $this->server->getLogger()->logException($e); } } if($this->isValid()){ foreach($this->usedChunks as $index => $d){ Level::getXZ($index, $chunkX, $chunkZ); $this->level->unregisterChunkLoader($this, $chunkX, $chunkZ); foreach($this->level->getChunkEntities($chunkX, $chunkZ) as $entity){ $entity->despawnFrom($this); } unset($this->usedChunks[$index]); } } $this->usedChunks = []; $this->loadQueue = []; if($this->loggedIn){ $this->server->onPlayerLogout($this); foreach($this->server->getOnlinePlayers() as $player){ if(!$player->canSee($this)){ $player->showPlayer($this); } } $this->hiddenPlayers = []; } $this->removeAllWindows(true); $this->windows = []; $this->windowIndex = []; $this->cursorInventory = null; $this->craftingGrid = null; if($this->constructed){ parent::close(); }else{ $this->closed = true; } $this->spawned = false; if($this->loggedIn){ $this->loggedIn = false; $this->server->removeOnlinePlayer($this); } $this->server->getLogger()->info($this->getServer()->getLanguage()->translateString("pocketmine.player.logOut", [ TextFormat::AQUA . $this->getName() . TextFormat::WHITE, $ip, $port, $this->getServer()->getLanguage()->translateString($reason) ])); $this->spawnPosition = null; if($this->perm !== null){ $this->perm->clearPermissions(); $this->perm = null; } }catch(\Throwable $e){ $this->server->getLogger()->logException($e); }finally{ $this->server->removePlayer($this); } } } public function __debugInfo(){ return []; } public function canSaveWithChunk() : bool{ return false; } public function setCanSaveWithChunk(bool $value) : void{ throw new \BadMethodCallException("Players can't be saved with chunks"); } /** * Handles player data saving * * @param bool $async * * @throws \InvalidStateException if the player is closed */ public function save(bool $async = false){ if($this->closed){ throw new \InvalidStateException("Tried to save closed player"); } $nbt = $this->saveNBT(); if($this->isValid()){ $nbt->setString("Level", $this->level->getFolderName()); } if($this->hasValidSpawnPosition()){ $nbt->setString("SpawnLevel", $this->spawnPosition->getLevel()->getFolderName()); $nbt->setInt("SpawnX", $this->spawnPosition->getFloorX()); $nbt->setInt("SpawnY", $this->spawnPosition->getFloorY()); $nbt->setInt("SpawnZ", $this->spawnPosition->getFloorZ()); if(!$this->isAlive()){ //hack for respawn after quit $nbt->setTag(new ListTag("Pos", [ new DoubleTag("", $this->spawnPosition->x), new DoubleTag("", $this->spawnPosition->y), new DoubleTag("", $this->spawnPosition->z) ])); } } $achievements = new CompoundTag("Achievements"); foreach($this->achievements as $achievement => $status){ $achievements->setByte($achievement, $status ? 1 : 0); } $nbt->setTag($achievements); $nbt->setInt("playerGameType", $this->gamemode); $nbt->setLong("firstPlayed", $this->firstPlayed); $nbt->setLong("lastPlayed", (int) floor(microtime(true) * 1000)); $this->server->saveOfflinePlayerData($this->username, $nbt, $async); } public function kill() : void{ if(!$this->spawned){ return; } parent::kill(); $this->networkSession->onDeath(); } protected function onDeath() : void{ //Crafting grid must always be evacuated even if keep-inventory is true. This dumps the contents into the //main inventory and drops the rest on the ground. $this->doCloseInventory(); $this->server->getPluginManager()->callEvent($ev = new PlayerDeathEvent($this, $this->getDrops())); if(!$ev->getKeepInventory()){ foreach($ev->getDrops() as $item){ $this->level->dropItem($this, $item); } if($this->inventory !== null){ $this->inventory->setHeldItemIndex(0, false); //This is already handled when sending contents, don't send it twice $this->inventory->clearAll(); } if($this->armorInventory !== null){ $this->armorInventory->clearAll(); } } if($ev->getDeathMessage() != ""){ $this->server->broadcastMessage($ev->getDeathMessage()); } } protected function onDeathUpdate(int $tickDiff) : bool{ if(parent::onDeathUpdate($tickDiff)){ $this->despawnFromAll(); //non-player entities rely on close() to do this for them } return false; //never flag players for despawn } public function respawn() : void{ if($this->server->isHardcore()){ $this->setBanned(true); return; } $this->server->getPluginManager()->callEvent($ev = new PlayerRespawnEvent($this, $this->getSpawn())); $realSpawn = Position::fromObject($ev->getRespawnPosition()->add(0.5, 0, 0.5), $ev->getRespawnPosition()->getLevel()); $this->teleport($realSpawn); $this->setSprinting(false); $this->setSneaking(false); $this->extinguish(); $this->setAirSupplyTicks($this->getMaxAirSupplyTicks()); $this->deadTicks = 0; $this->noDamageTicks = 60; $this->removeAllEffects(); $this->setHealth($this->getMaxHealth()); foreach($this->attributeMap->getAll() as $attr){ $attr->resetToDefault(); } $this->sendData($this); $this->sendData($this->getViewers()); $this->sendSettings(); $this->sendAllInventories(); $this->spawnToAll(); $this->scheduleUpdate(); $this->networkSession->onRespawn(); } protected function applyPostDamageEffects(EntityDamageEvent $source) : void{ parent::applyPostDamageEffects($source); $this->exhaust(0.3, PlayerExhaustEvent::CAUSE_DAMAGE); } public function attack(EntityDamageEvent $source) : void{ if(!$this->isAlive()){ return; } if($this->isCreative() and $source->getCause() !== EntityDamageEvent::CAUSE_SUICIDE and $source->getCause() !== EntityDamageEvent::CAUSE_VOID ){ $source->setCancelled(); }elseif($this->allowFlight and $source->getCause() === EntityDamageEvent::CAUSE_FALL){ $source->setCancelled(); } parent::attack($source); } public function broadcastEntityEvent(int $eventId, ?int $eventData = null, ?array $players = null) : void{ if($this->spawned and $players === null){ $players = $this->getViewers(); $players[] = $this; } parent::broadcastEntityEvent($eventId, $eventData, $players); } public function broadcastAnimation(?array $players, int $animationId) : void{ if($this->spawned and $players === null){ $players = $this->getViewers(); $players[] = $this; } parent::broadcastAnimation($players, $animationId); } public function getOffsetPosition(Vector3 $vector3) : Vector3{ $result = parent::getOffsetPosition($vector3); $result->y += 0.001; //Hack for MCPE falling underground for no good reason (TODO: find out why it's doing this) return $result; } public function sendPosition(Vector3 $pos, float $yaw = null, float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL, array $targets = null){ $yaw = $yaw ?? $this->yaw; $pitch = $pitch ?? $this->pitch; $pk = new MovePlayerPacket(); $pk->entityRuntimeId = $this->getId(); $pk->position = $this->getOffsetPosition($pos); $pk->pitch = $pitch; $pk->headYaw = $yaw; $pk->yaw = $yaw; $pk->mode = $mode; if($targets !== null){ $this->server->broadcastPacket($targets, $pk); }else{ $this->sendDataPacket($pk); } $this->newPosition = null; } /** * {@inheritdoc} */ public function teleport(Vector3 $pos, float $yaw = null, float $pitch = null) : bool{ if(parent::teleport($pos, $yaw, $pitch)){ $this->removeAllWindows(); $this->sendPosition($this, $this->yaw, $this->pitch, MovePlayerPacket::MODE_TELEPORT); $this->sendPosition($this, $this->yaw, $this->pitch, MovePlayerPacket::MODE_TELEPORT, $this->getViewers()); $this->spawnToAll(); $this->resetFallDistance(); $this->nextChunkOrderRun = 0; $this->newPosition = null; $this->stopSleep(); $this->isTeleporting = true; //TODO: workaround for player last pos not getting updated //Entity::updateMovement() normally handles this, but it's overridden with an empty function in Player $this->resetLastMovements(); return true; } return false; } protected function addDefaultWindows(){ $this->addWindow($this->getInventory(), ContainerIds::INVENTORY, true); $this->addWindow($this->getArmorInventory(), ContainerIds::ARMOR, true); $this->cursorInventory = new PlayerCursorInventory($this); $this->addWindow($this->cursorInventory, ContainerIds::CURSOR, true); $this->craftingGrid = new CraftingGrid($this, CraftingGrid::SIZE_SMALL); //TODO: more windows } public function getCursorInventory() : PlayerCursorInventory{ return $this->cursorInventory; } public function getCraftingGrid() : CraftingGrid{ return $this->craftingGrid; } /** * @param CraftingGrid $grid */ public function setCraftingGrid(CraftingGrid $grid) : void{ $this->craftingGrid = $grid; } /** * @internal Called to clean up crafting grid and cursor inventory when it is detected that the player closed their * inventory. */ public function doCloseInventory() : void{ /** @var Inventory[] $inventories */ $inventories = [$this->craftingGrid, $this->cursorInventory]; foreach($inventories as $inventory){ $contents = $inventory->getContents(); if(count($contents) > 0){ $drops = $this->inventory->addItem(...$contents); foreach($drops as $drop){ $this->dropItem($drop); } $inventory->clearAll(); } } if($this->craftingGrid->getGridWidth() > CraftingGrid::SIZE_SMALL){ $this->craftingGrid = new CraftingGrid($this, CraftingGrid::SIZE_SMALL); } } /** * @internal Called by the network session when a player closes a window. * * @param int $windowId * * @return bool */ public function doCloseWindow(int $windowId) : bool{ if($windowId === 0){ return false; } $this->doCloseInventory(); if(isset($this->windowIndex[$windowId])){ $this->server->getPluginManager()->callEvent(new InventoryCloseEvent($this->windowIndex[$windowId], $this)); $this->removeWindow($this->windowIndex[$windowId]); return true; } if($windowId === 255){ //Closed a fake window return true; } return false; } /** * Returns the window ID which the inventory has for this player, or -1 if the window is not open to the player. * * @param Inventory $inventory * * @return int */ public function getWindowId(Inventory $inventory) : int{ return $this->windows[spl_object_hash($inventory)] ?? ContainerIds::NONE; } /** * Returns the inventory window open to the player with the specified window ID, or null if no window is open with * that ID. * * @param int $windowId * * @return Inventory|null */ public function getWindow(int $windowId){ return $this->windowIndex[$windowId] ?? null; } /** * Opens an inventory window to the player. Returns the ID of the created window, or the existing window ID if the * player is already viewing the specified inventory. * * @param Inventory $inventory * @param int|null $forceId Forces a special ID for the window * @param bool $isPermanent Prevents the window being removed if true. * * @return int */ public function addWindow(Inventory $inventory, int $forceId = null, bool $isPermanent = false) : int{ if(($id = $this->getWindowId($inventory)) !== ContainerIds::NONE){ return $id; } if($forceId === null){ $this->windowCnt = $cnt = max(ContainerIds::FIRST, ++$this->windowCnt % ContainerIds::LAST); }else{ $cnt = $forceId; } $this->windowIndex[$cnt] = $inventory; $this->windows[spl_object_hash($inventory)] = $cnt; if($inventory->open($this)){ if($isPermanent){ $this->permanentWindows[$cnt] = true; } return $cnt; }else{ $this->removeWindow($inventory); return -1; } } /** * Removes an inventory window from the player. * * @param Inventory $inventory * @param bool $force Forces removal of permanent windows such as normal inventory, cursor * * @throws \BadMethodCallException if trying to remove a fixed inventory window without the `force` parameter as true */ public function removeWindow(Inventory $inventory, bool $force = false){ $id = $this->windows[$hash = spl_object_hash($inventory)] ?? null; if($id !== null and !$force and isset($this->permanentWindows[$id])){ throw new \BadMethodCallException("Cannot remove fixed window $id (" . get_class($inventory) . ") from " . $this->getName()); } $inventory->close($this); if($id !== null){ unset($this->windows[$hash], $this->windowIndex[$id], $this->permanentWindows[$id]); } } /** * Removes all inventory windows from the player. By default this WILL NOT remove permanent windows. * * @param bool $removePermanentWindows Whether to remove permanent windows. */ public function removeAllWindows(bool $removePermanentWindows = false){ foreach($this->windowIndex as $id => $window){ if(!$removePermanentWindows and isset($this->permanentWindows[$id])){ continue; } $this->removeWindow($window, $removePermanentWindows); } } public function sendAllInventories(){ foreach($this->windowIndex as $id => $inventory){ $inventory->sendContents($this); } } public function setMetadata(string $metadataKey, MetadataValue $newMetadataValue){ $this->server->getPlayerMetadata()->setMetadata($this, $metadataKey, $newMetadataValue); } public function getMetadata(string $metadataKey){ return $this->server->getPlayerMetadata()->getMetadata($this, $metadataKey); } public function hasMetadata(string $metadataKey) : bool{ return $this->server->getPlayerMetadata()->hasMetadata($this, $metadataKey); } public function removeMetadata(string $metadataKey, Plugin $owningPlugin){ $this->server->getPlayerMetadata()->removeMetadata($this, $metadataKey, $owningPlugin); } public function onChunkChanged(Chunk $chunk){ if(isset($this->usedChunks[$hash = Level::chunkHash($chunk->getX(), $chunk->getZ())])){ $this->usedChunks[$hash] = false; if(!$this->spawned){ $this->nextChunkOrderRun = 0; } } } public function onChunkLoaded(Chunk $chunk){ } public function onChunkPopulated(Chunk $chunk){ } public function onChunkUnloaded(Chunk $chunk){ } public function onBlockChanged(Vector3 $block){ } public function getLoaderId() : int{ return $this->loaderId; } }