mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-06-21 02:44:03 +00:00
Automatic merge performed by: https://github.com/pmmp/RestrictedActions/actions/runs/12701510185
2857 lines
90 KiB
PHP
2857 lines
90 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\player;
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use DateTimeImmutable;
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use pocketmine\block\BaseSign;
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use pocketmine\block\Bed;
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use pocketmine\block\BlockTypeTags;
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use pocketmine\block\UnknownBlock;
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use pocketmine\block\VanillaBlocks;
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use pocketmine\command\CommandSender;
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use pocketmine\crafting\CraftingGrid;
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use pocketmine\data\java\GameModeIdMap;
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use pocketmine\entity\animation\Animation;
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use pocketmine\entity\animation\ArmSwingAnimation;
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use pocketmine\entity\animation\CriticalHitAnimation;
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use pocketmine\entity\Attribute;
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use pocketmine\entity\effect\VanillaEffects;
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use pocketmine\entity\Entity;
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use pocketmine\entity\Human;
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use pocketmine\entity\Living;
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use pocketmine\entity\Location;
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use pocketmine\entity\object\ItemEntity;
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use pocketmine\entity\projectile\Arrow;
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use pocketmine\entity\Skin;
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use pocketmine\event\entity\EntityDamageByEntityEvent;
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use pocketmine\event\entity\EntityDamageEvent;
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use pocketmine\event\inventory\InventoryCloseEvent;
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use pocketmine\event\inventory\InventoryOpenEvent;
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use pocketmine\event\player\PlayerBedEnterEvent;
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use pocketmine\event\player\PlayerBedLeaveEvent;
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use pocketmine\event\player\PlayerBlockPickEvent;
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use pocketmine\event\player\PlayerChangeSkinEvent;
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use pocketmine\event\player\PlayerChatEvent;
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use pocketmine\event\player\PlayerDeathEvent;
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use pocketmine\event\player\PlayerDisplayNameChangeEvent;
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use pocketmine\event\player\PlayerDropItemEvent;
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use pocketmine\event\player\PlayerEmoteEvent;
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use pocketmine\event\player\PlayerEntityInteractEvent;
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use pocketmine\event\player\PlayerEntityPickEvent;
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use pocketmine\event\player\PlayerExhaustEvent;
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use pocketmine\event\player\PlayerGameModeChangeEvent;
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use pocketmine\event\player\PlayerInteractEvent;
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use pocketmine\event\player\PlayerItemConsumeEvent;
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use pocketmine\event\player\PlayerItemHeldEvent;
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use pocketmine\event\player\PlayerItemUseEvent;
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use pocketmine\event\player\PlayerJoinEvent;
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use pocketmine\event\player\PlayerJumpEvent;
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use pocketmine\event\player\PlayerKickEvent;
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use pocketmine\event\player\PlayerMissSwingEvent;
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use pocketmine\event\player\PlayerMoveEvent;
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use pocketmine\event\player\PlayerPostChunkSendEvent;
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use pocketmine\event\player\PlayerQuitEvent;
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use pocketmine\event\player\PlayerRespawnEvent;
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use pocketmine\event\player\PlayerToggleFlightEvent;
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use pocketmine\event\player\PlayerToggleGlideEvent;
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use pocketmine\event\player\PlayerToggleSneakEvent;
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use pocketmine\event\player\PlayerToggleSprintEvent;
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use pocketmine\event\player\PlayerToggleSwimEvent;
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use pocketmine\event\player\PlayerTransferEvent;
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use pocketmine\event\player\PlayerViewDistanceChangeEvent;
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use pocketmine\form\Form;
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use pocketmine\form\FormValidationException;
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use pocketmine\inventory\CallbackInventoryListener;
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use pocketmine\inventory\CreativeInventory;
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use pocketmine\inventory\Inventory;
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use pocketmine\inventory\PlayerCraftingInventory;
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use pocketmine\inventory\PlayerCursorInventory;
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use pocketmine\inventory\TemporaryInventory;
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use pocketmine\inventory\transaction\action\DropItemAction;
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use pocketmine\inventory\transaction\InventoryTransaction;
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use pocketmine\inventory\transaction\TransactionBuilder;
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use pocketmine\inventory\transaction\TransactionCancelledException;
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use pocketmine\inventory\transaction\TransactionValidationException;
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use pocketmine\item\ConsumableItem;
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use pocketmine\item\Durable;
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use pocketmine\item\enchantment\EnchantmentInstance;
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use pocketmine\item\enchantment\MeleeWeaponEnchantment;
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use pocketmine\item\Item;
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use pocketmine\item\ItemUseResult;
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use pocketmine\item\Releasable;
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use pocketmine\lang\KnownTranslationFactory;
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use pocketmine\lang\Language;
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use pocketmine\lang\Translatable;
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use pocketmine\math\Vector3;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\nbt\tag\IntTag;
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use pocketmine\network\mcpe\NetworkSession;
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use pocketmine\network\mcpe\protocol\AnimatePacket;
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use pocketmine\network\mcpe\protocol\MovePlayerPacket;
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use pocketmine\network\mcpe\protocol\SetActorMotionPacket;
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use pocketmine\network\mcpe\protocol\types\BlockPosition;
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use pocketmine\network\mcpe\protocol\types\DimensionIds;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataCollection;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataFlags;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataProperties;
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use pocketmine\network\mcpe\protocol\types\entity\PlayerMetadataFlags;
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use pocketmine\permission\DefaultPermissionNames;
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use pocketmine\permission\DefaultPermissions;
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use pocketmine\permission\PermissibleBase;
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use pocketmine\permission\PermissibleDelegateTrait;
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use pocketmine\player\chat\StandardChatFormatter;
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use pocketmine\Server;
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use pocketmine\ServerProperties;
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use pocketmine\timings\Timings;
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use pocketmine\utils\AssumptionFailedError;
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use pocketmine\utils\TextFormat;
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use pocketmine\world\ChunkListener;
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use pocketmine\world\ChunkListenerNoOpTrait;
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use pocketmine\world\ChunkLoader;
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use pocketmine\world\ChunkTicker;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\Position;
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use pocketmine\world\sound\EntityAttackNoDamageSound;
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use pocketmine\world\sound\EntityAttackSound;
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use pocketmine\world\sound\FireExtinguishSound;
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use pocketmine\world\sound\ItemBreakSound;
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use pocketmine\world\sound\Sound;
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use pocketmine\world\World;
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use pocketmine\YmlServerProperties;
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use Ramsey\Uuid\UuidInterface;
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use function abs;
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use function array_filter;
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use function array_shift;
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use function assert;
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use function count;
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use function explode;
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use function floor;
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use function get_class;
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use function max;
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use function mb_strlen;
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use function microtime;
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use function min;
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use function preg_match;
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use function spl_object_id;
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use function sqrt;
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use function str_starts_with;
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use function strlen;
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use function strtolower;
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use function substr;
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use function trim;
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use const M_PI;
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use const M_SQRT3;
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use const PHP_INT_MAX;
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/**
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* Main class that handles networking, recovery, and packet sending to the server part
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*/
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class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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use PermissibleDelegateTrait;
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private const MOVES_PER_TICK = 2;
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private const MOVE_BACKLOG_SIZE = 100 * self::MOVES_PER_TICK; //100 ticks backlog (5 seconds)
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/** Max length of a chat message (UTF-8 codepoints, not bytes) */
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private const MAX_CHAT_CHAR_LENGTH = 512;
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/**
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* Max length of a chat message in bytes. This is a theoretical maximum (if every character was 4 bytes).
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* Since mb_strlen() is O(n), it gets very slow with large messages. Checking byte length with strlen() is O(1) and
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* is a useful heuristic to filter out oversized messages.
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*/
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private const MAX_CHAT_BYTE_LENGTH = self::MAX_CHAT_CHAR_LENGTH * 4;
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private const MAX_REACH_DISTANCE_CREATIVE = 13;
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private const MAX_REACH_DISTANCE_SURVIVAL = 7;
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private const MAX_REACH_DISTANCE_ENTITY_INTERACTION = 8;
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public const DEFAULT_FLIGHT_SPEED_MULTIPLIER = 0.05;
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public const TAG_FIRST_PLAYED = "firstPlayed"; //TAG_Long
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public const TAG_LAST_PLAYED = "lastPlayed"; //TAG_Long
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private const TAG_GAME_MODE = "playerGameType"; //TAG_Int
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private const TAG_SPAWN_WORLD = "SpawnLevel"; //TAG_String
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private const TAG_SPAWN_X = "SpawnX"; //TAG_Int
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private const TAG_SPAWN_Y = "SpawnY"; //TAG_Int
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private const TAG_SPAWN_Z = "SpawnZ"; //TAG_Int
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private const TAG_DEATH_WORLD = "DeathLevel"; //TAG_String
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private const TAG_DEATH_X = "DeathPositionX"; //TAG_Int
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private const TAG_DEATH_Y = "DeathPositionY"; //TAG_Int
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private const TAG_DEATH_Z = "DeathPositionZ"; //TAG_Int
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public const TAG_LEVEL = "Level"; //TAG_String
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public const TAG_LAST_KNOWN_XUID = "LastKnownXUID"; //TAG_String
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/**
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* Validates the given username.
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*/
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public static function isValidUserName(?string $name) : bool{
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if($name === null){
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return false;
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}
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$lname = strtolower($name);
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$len = strlen($name);
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return $lname !== "rcon" && $lname !== "console" && $len >= 1 && $len <= 16 && preg_match("/[^A-Za-z0-9_ ]/", $name) === 0;
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}
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protected ?NetworkSession $networkSession;
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public bool $spawned = false;
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protected string $username;
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protected string $displayName;
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protected string $xuid = "";
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protected bool $authenticated;
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protected PlayerInfo $playerInfo;
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protected ?Inventory $currentWindow = null;
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/** @var Inventory[] */
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protected array $permanentWindows = [];
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protected PlayerCursorInventory $cursorInventory;
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protected PlayerCraftingInventory $craftingGrid;
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protected CreativeInventory $creativeInventory;
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protected int $messageCounter = 2;
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protected DateTimeImmutable $firstPlayed;
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protected DateTimeImmutable $lastPlayed;
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protected GameMode $gamemode;
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/**
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* @var UsedChunkStatus[] chunkHash => status
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* @phpstan-var array<int, UsedChunkStatus>
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*/
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protected array $usedChunks = [];
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/**
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* @var true[]
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* @phpstan-var array<int, true>
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*/
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private array $activeChunkGenerationRequests = [];
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/**
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* @var true[] chunkHash => dummy
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* @phpstan-var array<int, true>
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*/
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protected array $loadQueue = [];
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protected int $nextChunkOrderRun = 5;
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/** @var true[] */
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private array $tickingChunks = [];
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protected int $viewDistance = -1;
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protected int $spawnThreshold;
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protected int $spawnChunkLoadCount = 0;
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protected int $chunksPerTick;
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protected ChunkSelector $chunkSelector;
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protected ChunkLoader $chunkLoader;
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protected ChunkTicker $chunkTicker;
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/** @var bool[] map: raw UUID (string) => bool */
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protected array $hiddenPlayers = [];
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protected float $moveRateLimit = 10 * self::MOVES_PER_TICK;
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protected ?float $lastMovementProcess = null;
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protected int $inAirTicks = 0;
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protected float $stepHeight = 0.6;
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protected ?Vector3 $sleeping = null;
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private ?Position $spawnPosition = null;
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private bool $respawnLocked = false;
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private ?Position $deathPosition = null;
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//TODO: Abilities
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protected bool $autoJump = true;
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protected bool $allowFlight = false;
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protected bool $blockCollision = true;
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protected bool $flying = false;
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protected float $flightSpeedMultiplier = self::DEFAULT_FLIGHT_SPEED_MULTIPLIER;
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/** @phpstan-var positive-int|null */
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protected ?int $lineHeight = null;
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protected string $locale = "en_US";
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protected int $startAction = -1;
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/**
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* @phpstan-var array<int|string, int>
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* @var int[] stateId|cooldownTag => ticks map
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*/
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protected array $usedItemsCooldown = [];
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private int $lastEmoteTick = 0;
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protected int $formIdCounter = 0;
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/** @var Form[] */
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protected array $forms = [];
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protected \Logger $logger;
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protected ?SurvivalBlockBreakHandler $blockBreakHandler = null;
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public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, Location $spawnLocation, ?CompoundTag $namedtag){
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$username = TextFormat::clean($playerInfo->getUsername());
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$this->logger = new \PrefixedLogger($server->getLogger(), "Player: $username");
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$this->server = $server;
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$this->networkSession = $session;
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$this->playerInfo = $playerInfo;
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$this->authenticated = $authenticated;
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$this->username = $username;
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$this->displayName = $this->username;
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$this->locale = $this->playerInfo->getLocale();
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$this->uuid = $this->playerInfo->getUuid();
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$this->xuid = $this->playerInfo instanceof XboxLivePlayerInfo ? $this->playerInfo->getXuid() : "";
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$this->creativeInventory = CreativeInventory::getInstance();
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$rootPermissions = [DefaultPermissions::ROOT_USER => true];
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if($this->server->isOp($this->username)){
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$rootPermissions[DefaultPermissions::ROOT_OPERATOR] = true;
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}
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$this->perm = new PermissibleBase($rootPermissions);
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$this->chunksPerTick = $this->server->getConfigGroup()->getPropertyInt(YmlServerProperties::CHUNK_SENDING_PER_TICK, 4);
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$this->spawnThreshold = (int) (($this->server->getConfigGroup()->getPropertyInt(YmlServerProperties::CHUNK_SENDING_SPAWN_RADIUS, 4) ** 2) * M_PI);
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$this->chunkSelector = new ChunkSelector();
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$this->chunkLoader = new class implements ChunkLoader{};
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$this->chunkTicker = new ChunkTicker();
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$world = $spawnLocation->getWorld();
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//load the spawn chunk so we can see the terrain
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$xSpawnChunk = $spawnLocation->getFloorX() >> Chunk::COORD_BIT_SIZE;
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$zSpawnChunk = $spawnLocation->getFloorZ() >> Chunk::COORD_BIT_SIZE;
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$world->registerChunkLoader($this->chunkLoader, $xSpawnChunk, $zSpawnChunk, true);
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$world->registerChunkListener($this, $xSpawnChunk, $zSpawnChunk);
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$this->usedChunks[World::chunkHash($xSpawnChunk, $zSpawnChunk)] = UsedChunkStatus::NEEDED;
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parent::__construct($spawnLocation, $this->playerInfo->getSkin(), $namedtag);
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}
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protected function initHumanData(CompoundTag $nbt) : void{
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$this->setNameTag($this->username);
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}
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private function callDummyItemHeldEvent() : void{
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$slot = $this->inventory->getHeldItemIndex();
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$event = new PlayerItemHeldEvent($this, $this->inventory->getItem($slot), $slot);
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$event->call();
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//TODO: this event is actually cancellable, but cancelling it here has no meaningful result, so we
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//just ignore it. We fire this only because the content of the held slot changed, not because the
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//held slot index changed. We can't prevent that from here, and nor would it be sensible to.
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}
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protected function initEntity(CompoundTag $nbt) : void{
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parent::initEntity($nbt);
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$this->addDefaultWindows();
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$this->inventory->getListeners()->add(new CallbackInventoryListener(
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function(Inventory $unused, int $slot) : void{
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if($slot === $this->inventory->getHeldItemIndex()){
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$this->setUsingItem(false);
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$this->callDummyItemHeldEvent();
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}
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},
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function() : void{
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$this->setUsingItem(false);
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$this->callDummyItemHeldEvent();
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}
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));
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$now = (int) (microtime(true) * 1000);
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$createDateTimeImmutable = static function(string $tag) use ($nbt, $now) : DateTimeImmutable{
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return new DateTimeImmutable('@' . $nbt->getLong($tag, $now) / 1000);
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};
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$this->firstPlayed = $createDateTimeImmutable(self::TAG_FIRST_PLAYED);
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$this->lastPlayed = $createDateTimeImmutable(self::TAG_LAST_PLAYED);
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if(!$this->server->getForceGamemode() && ($gameModeTag = $nbt->getTag(self::TAG_GAME_MODE)) instanceof IntTag){
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$this->internalSetGameMode(GameModeIdMap::getInstance()->fromId($gameModeTag->getValue()) ?? GameMode::SURVIVAL); //TODO: bad hack here to avoid crashes on corrupted data
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}else{
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$this->internalSetGameMode($this->server->getGamemode());
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}
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$this->keepMovement = true;
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$this->setNameTagVisible();
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$this->setNameTagAlwaysVisible();
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$this->setCanClimb();
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if(($world = $this->server->getWorldManager()->getWorldByName($nbt->getString(self::TAG_SPAWN_WORLD, ""))) instanceof World){
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$this->spawnPosition = new Position($nbt->getInt(self::TAG_SPAWN_X), $nbt->getInt(self::TAG_SPAWN_Y), $nbt->getInt(self::TAG_SPAWN_Z), $world);
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}
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if(($world = $this->server->getWorldManager()->getWorldByName($nbt->getString(self::TAG_DEATH_WORLD, ""))) instanceof World){
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$this->deathPosition = new Position($nbt->getInt(self::TAG_DEATH_X), $nbt->getInt(self::TAG_DEATH_Y), $nbt->getInt(self::TAG_DEATH_Z), $world);
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}
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}
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public function getLeaveMessage() : Translatable|string{
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if($this->spawned){
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return KnownTranslationFactory::multiplayer_player_left($this->getDisplayName())->prefix(TextFormat::YELLOW);
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}
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return "";
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}
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public function isAuthenticated() : bool{
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return $this->authenticated;
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}
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/**
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* Returns an object containing information about the player, such as their username, skin, and misc extra
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* client-specific data.
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*/
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public function getPlayerInfo() : PlayerInfo{ return $this->playerInfo; }
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/**
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* If the player is logged into Xbox Live, returns their Xbox user ID (XUID) as a string. Returns an empty string if
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* the player is not logged into Xbox Live.
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*/
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public function getXuid() : string{
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return $this->xuid;
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}
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/**
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* Returns the player's UUID. This should be the preferred method to identify a player.
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* It does not change if the player changes their username.
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*
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* All players will have a UUID, regardless of whether they are logged into Xbox Live or not. However, note that
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* non-XBL players can fake their UUIDs.
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*/
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public function getUniqueId() : UuidInterface{
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return parent::getUniqueId();
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}
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|
|
|
/**
|
|
* TODO: not sure this should be nullable
|
|
*/
|
|
public function getFirstPlayed() : ?DateTimeImmutable{
|
|
return $this->firstPlayed;
|
|
}
|
|
|
|
/**
|
|
* TODO: not sure this should be nullable
|
|
*/
|
|
public function getLastPlayed() : ?DateTimeImmutable{
|
|
return $this->lastPlayed;
|
|
}
|
|
|
|
public function hasPlayedBefore() : bool{
|
|
return ((int) $this->firstPlayed->diff($this->lastPlayed)->format('%s')) > 1;
|
|
}
|
|
|
|
/**
|
|
* Sets whether the player is allowed to toggle flight mode.
|
|
*
|
|
* If set to false, the player will be locked in its current flight mode (flying/not flying), and attempts by the
|
|
* player to enter or exit flight mode will be prevented.
|
|
*
|
|
* Note: Setting this to false DOES NOT change whether the player is currently flying. Use
|
|
* {@link Player::setFlying()} for that purpose.
|
|
*/
|
|
public function setAllowFlight(bool $value) : void{
|
|
if($this->allowFlight !== $value){
|
|
$this->allowFlight = $value;
|
|
$this->getNetworkSession()->syncAbilities($this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player is allowed to toggle its flight state.
|
|
*
|
|
* If false, the player is locked in its current flight mode (flying/not flying), and attempts by the player to
|
|
* enter or exit flight mode will be prevented.
|
|
*/
|
|
public function getAllowFlight() : bool{
|
|
return $this->allowFlight;
|
|
}
|
|
|
|
/**
|
|
* Sets whether the player's movement may be obstructed by blocks with collision boxes.
|
|
* If set to false, the player can move through any block unobstructed.
|
|
*
|
|
* Note: Enabling flight mode in conjunction with this is recommended. A non-flying player will simply fall through
|
|
* the ground into the void.
|
|
* @see Player::setFlying()
|
|
*/
|
|
public function setHasBlockCollision(bool $value) : void{
|
|
if($this->blockCollision !== $value){
|
|
$this->blockCollision = $value;
|
|
$this->getNetworkSession()->syncAbilities($this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns whether blocks may obstruct the player's movement.
|
|
* If false, the player can move through any block unobstructed.
|
|
*/
|
|
public function hasBlockCollision() : bool{
|
|
return $this->blockCollision;
|
|
}
|
|
|
|
public function setFlying(bool $value) : void{
|
|
if($this->flying !== $value){
|
|
$this->flying = $value;
|
|
$this->resetFallDistance();
|
|
$this->getNetworkSession()->syncAbilities($this);
|
|
}
|
|
}
|
|
|
|
public function isFlying() : bool{
|
|
return $this->flying;
|
|
}
|
|
|
|
/**
|
|
* Sets the player's flight speed multiplier.
|
|
*
|
|
* Normal flying speed in blocks-per-tick is (multiplier * 10) blocks per tick.
|
|
* When sprint-flying, this is doubled to 20.
|
|
*
|
|
* If set to zero, the player will not be able to move in the xz plane when flying.
|
|
* Negative values will invert the controls.
|
|
*
|
|
* Note: Movement speed attribute does not influence flight speed.
|
|
*
|
|
* @see Player::DEFAULT_FLIGHT_SPEED_MULTIPLIER
|
|
*/
|
|
public function setFlightSpeedMultiplier(float $flightSpeedMultiplier) : void{
|
|
if($this->flightSpeedMultiplier !== $flightSpeedMultiplier){
|
|
$this->flightSpeedMultiplier = $flightSpeedMultiplier;
|
|
$this->getNetworkSession()->syncAbilities($this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the player's flight speed multiplier.
|
|
*
|
|
* Normal flying speed in blocks-per-tick is (multiplier * 10) blocks per tick.
|
|
* When sprint-flying, this is doubled to 20.
|
|
*
|
|
* If set to zero, the player will not be able to move in the xz plane when flying.
|
|
* Negative values will invert the controls.
|
|
*
|
|
* @see Player::DEFAULT_FLIGHT_SPEED_MULTIPLIER
|
|
*/
|
|
public function getFlightSpeedMultiplier() : float{
|
|
return $this->flightSpeedMultiplier;
|
|
}
|
|
|
|
public function setAutoJump(bool $value) : void{
|
|
if($this->autoJump !== $value){
|
|
$this->autoJump = $value;
|
|
$this->getNetworkSession()->syncAdventureSettings();
|
|
}
|
|
}
|
|
|
|
public function hasAutoJump() : bool{
|
|
return $this->autoJump;
|
|
}
|
|
|
|
public function spawnTo(Player $player) : void{
|
|
if($this->isAlive() && $player->isAlive() && $player->canSee($this) && !$this->isSpectator()){
|
|
parent::spawnTo($player);
|
|
}
|
|
}
|
|
|
|
public function getServer() : Server{
|
|
return $this->server;
|
|
}
|
|
|
|
public function getScreenLineHeight() : int{
|
|
return $this->lineHeight ?? 7;
|
|
}
|
|
|
|
public function setScreenLineHeight(?int $height) : void{
|
|
if($height !== null && $height < 1){
|
|
throw new \InvalidArgumentException("Line height must be at least 1");
|
|
}
|
|
$this->lineHeight = $height;
|
|
}
|
|
|
|
public function canSee(Player $player) : bool{
|
|
return !isset($this->hiddenPlayers[$player->getUniqueId()->getBytes()]);
|
|
}
|
|
|
|
public function hidePlayer(Player $player) : void{
|
|
if($player === $this){
|
|
return;
|
|
}
|
|
$this->hiddenPlayers[$player->getUniqueId()->getBytes()] = true;
|
|
$player->despawnFrom($this);
|
|
}
|
|
|
|
public function showPlayer(Player $player) : void{
|
|
if($player === $this){
|
|
return;
|
|
}
|
|
unset($this->hiddenPlayers[$player->getUniqueId()->getBytes()]);
|
|
if($player->isOnline()){
|
|
$player->spawnTo($this);
|
|
}
|
|
}
|
|
|
|
public function canCollideWith(Entity $entity) : bool{
|
|
return false;
|
|
}
|
|
|
|
public function canBeCollidedWith() : bool{
|
|
return !$this->isSpectator() && parent::canBeCollidedWith();
|
|
}
|
|
|
|
public function resetFallDistance() : void{
|
|
parent::resetFallDistance();
|
|
$this->inAirTicks = 0;
|
|
}
|
|
|
|
public function getViewDistance() : int{
|
|
return $this->viewDistance;
|
|
}
|
|
|
|
public function setViewDistance(int $distance) : void{
|
|
$newViewDistance = $this->server->getAllowedViewDistance($distance);
|
|
|
|
if($newViewDistance !== $this->viewDistance){
|
|
$ev = new PlayerViewDistanceChangeEvent($this, $this->viewDistance, $newViewDistance);
|
|
$ev->call();
|
|
}
|
|
|
|
$this->viewDistance = $newViewDistance;
|
|
|
|
$this->spawnThreshold = (int) (min($this->viewDistance, $this->server->getConfigGroup()->getPropertyInt(YmlServerProperties::CHUNK_SENDING_SPAWN_RADIUS, 4)) ** 2 * M_PI);
|
|
|
|
$this->nextChunkOrderRun = 0;
|
|
|
|
$this->getNetworkSession()->syncViewAreaRadius($this->viewDistance);
|
|
|
|
$this->logger->debug("Setting view distance to " . $this->viewDistance . " (requested " . $distance . ")");
|
|
}
|
|
|
|
public function isOnline() : bool{
|
|
return $this->isConnected();
|
|
}
|
|
|
|
public function isConnected() : bool{
|
|
return $this->networkSession !== null && $this->networkSession->isConnected();
|
|
}
|
|
|
|
public function getNetworkSession() : NetworkSession{
|
|
if($this->networkSession === null){
|
|
throw new \LogicException("Player is not connected");
|
|
}
|
|
return $this->networkSession;
|
|
}
|
|
|
|
/**
|
|
* Gets the username
|
|
*/
|
|
public function getName() : string{
|
|
return $this->username;
|
|
}
|
|
|
|
/**
|
|
* Returns the "friendly" display name of this player to use in the chat.
|
|
*/
|
|
public function getDisplayName() : string{
|
|
return $this->displayName;
|
|
}
|
|
|
|
public function setDisplayName(string $name) : void{
|
|
$ev = new PlayerDisplayNameChangeEvent($this, $this->displayName, $name);
|
|
$ev->call();
|
|
|
|
$this->displayName = $ev->getNewName();
|
|
}
|
|
|
|
public function canBeRenamed() : bool{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns the player's locale, e.g. en_US.
|
|
*/
|
|
public function getLocale() : string{
|
|
return $this->locale;
|
|
}
|
|
|
|
public function getLanguage() : Language{
|
|
return $this->server->getLanguage();
|
|
}
|
|
|
|
/**
|
|
* Called when a player changes their skin.
|
|
* Plugin developers should not use this, use setSkin() and sendSkin() instead.
|
|
*/
|
|
public function changeSkin(Skin $skin, string $newSkinName, string $oldSkinName) : bool{
|
|
$ev = new PlayerChangeSkinEvent($this, $this->getSkin(), $skin);
|
|
$ev->call();
|
|
|
|
if($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());
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player is currently using an item (right-click and hold).
|
|
*/
|
|
public function isUsingItem() : bool{
|
|
return $this->startAction > -1;
|
|
}
|
|
|
|
public function setUsingItem(bool $value) : void{
|
|
$this->startAction = $value ? $this->server->getTick() : -1;
|
|
$this->networkPropertiesDirty = true;
|
|
}
|
|
|
|
/**
|
|
* Returns how long the player has been using their currently-held item for. Used for determining arrow shoot force
|
|
* for bows.
|
|
*/
|
|
public function getItemUseDuration() : int{
|
|
return $this->startAction === -1 ? -1 : ($this->server->getTick() - $this->startAction);
|
|
}
|
|
|
|
/**
|
|
* Returns the server tick on which the player's cooldown period expires for the given item.
|
|
*/
|
|
public function getItemCooldownExpiry(Item $item) : int{
|
|
$this->checkItemCooldowns();
|
|
return $this->usedItemsCooldown[$item->getCooldownTag() ?? $item->getStateId()] ?? 0;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player has a cooldown period left before it can use the given item again.
|
|
*/
|
|
public function hasItemCooldown(Item $item) : bool{
|
|
$this->checkItemCooldowns();
|
|
return isset($this->usedItemsCooldown[$item->getCooldownTag() ?? $item->getStateId()]);
|
|
}
|
|
|
|
/**
|
|
* Resets the player's cooldown time for the given item back to the maximum.
|
|
*/
|
|
public function resetItemCooldown(Item $item, ?int $ticks = null) : void{
|
|
$ticks = $ticks ?? $item->getCooldownTicks();
|
|
if($ticks > 0){
|
|
$this->usedItemsCooldown[$item->getCooldownTag() ?? $item->getStateId()] = $this->server->getTick() + $ticks;
|
|
$this->getNetworkSession()->onItemCooldownChanged($item, $ticks);
|
|
}
|
|
}
|
|
|
|
protected function checkItemCooldowns() : void{
|
|
$serverTick = $this->server->getTick();
|
|
foreach($this->usedItemsCooldown as $itemId => $cooldownUntil){
|
|
if($cooldownUntil <= $serverTick){
|
|
unset($this->usedItemsCooldown[$itemId]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function setPosition(Vector3 $pos) : bool{
|
|
$oldWorld = $this->location->isValid() ? $this->location->getWorld() : null;
|
|
if(parent::setPosition($pos)){
|
|
$newWorld = $this->getWorld();
|
|
if($oldWorld !== $newWorld){
|
|
if($oldWorld !== null){
|
|
foreach($this->usedChunks as $index => $status){
|
|
World::getXZ($index, $X, $Z);
|
|
$this->unloadChunk($X, $Z, $oldWorld);
|
|
}
|
|
}
|
|
|
|
$this->usedChunks = [];
|
|
$this->loadQueue = [];
|
|
$this->getNetworkSession()->onEnterWorld();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected function unloadChunk(int $x, int $z, ?World $world = null) : void{
|
|
$world = $world ?? $this->getWorld();
|
|
$index = World::chunkHash($x, $z);
|
|
if(isset($this->usedChunks[$index])){
|
|
foreach($world->getChunkEntities($x, $z) as $entity){
|
|
if($entity !== $this){
|
|
$entity->despawnFrom($this);
|
|
}
|
|
}
|
|
$this->getNetworkSession()->stopUsingChunk($x, $z);
|
|
unset($this->usedChunks[$index]);
|
|
unset($this->activeChunkGenerationRequests[$index]);
|
|
}
|
|
$world->unregisterChunkLoader($this->chunkLoader, $x, $z);
|
|
$world->unregisterChunkListener($this, $x, $z);
|
|
unset($this->loadQueue[$index]);
|
|
$world->unregisterTickingChunk($this->chunkTicker, $x, $z);
|
|
unset($this->tickingChunks[$index]);
|
|
}
|
|
|
|
protected function spawnEntitiesOnAllChunks() : void{
|
|
foreach($this->usedChunks as $chunkHash => $status){
|
|
if($status === UsedChunkStatus::SENT){
|
|
World::getXZ($chunkHash, $chunkX, $chunkZ);
|
|
$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function spawnEntitiesOnChunk(int $chunkX, int $chunkZ) : void{
|
|
foreach($this->getWorld()->getChunkEntities($chunkX, $chunkZ) as $entity){
|
|
if($entity !== $this && !$entity->isFlaggedForDespawn()){
|
|
$entity->spawnTo($this);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Requests chunks from the world to be sent, up to a set limit every tick. This operates on the results of the most recent chunk
|
|
* order.
|
|
*/
|
|
protected function requestChunks() : void{
|
|
if(!$this->isConnected()){
|
|
return;
|
|
}
|
|
|
|
Timings::$playerChunkSend->startTiming();
|
|
|
|
$count = 0;
|
|
$world = $this->getWorld();
|
|
|
|
$limit = $this->chunksPerTick - count($this->activeChunkGenerationRequests);
|
|
foreach($this->loadQueue as $index => $distance){
|
|
if($count >= $limit){
|
|
break;
|
|
}
|
|
|
|
$X = null;
|
|
$Z = null;
|
|
World::getXZ($index, $X, $Z);
|
|
|
|
++$count;
|
|
|
|
$this->usedChunks[$index] = UsedChunkStatus::REQUESTED_GENERATION;
|
|
$this->activeChunkGenerationRequests[$index] = true;
|
|
unset($this->loadQueue[$index]);
|
|
$world->registerChunkLoader($this->chunkLoader, $X, $Z, true);
|
|
$world->registerChunkListener($this, $X, $Z);
|
|
if(isset($this->tickingChunks[$index])){
|
|
$world->registerTickingChunk($this->chunkTicker, $X, $Z);
|
|
}
|
|
|
|
$world->requestChunkPopulation($X, $Z, $this->chunkLoader)->onCompletion(
|
|
function() use ($X, $Z, $index, $world) : void{
|
|
if(!$this->isConnected() || !isset($this->usedChunks[$index]) || $world !== $this->getWorld()){
|
|
return;
|
|
}
|
|
if($this->usedChunks[$index] !== UsedChunkStatus::REQUESTED_GENERATION){
|
|
//We may have previously requested this, decided we didn't want it, and then decided we did want
|
|
//it again, all before the generation request got executed. In that case, the promise would have
|
|
//multiple callbacks for this player. In that case, only the first one matters.
|
|
return;
|
|
}
|
|
unset($this->activeChunkGenerationRequests[$index]);
|
|
$this->usedChunks[$index] = UsedChunkStatus::REQUESTED_SENDING;
|
|
|
|
$this->getNetworkSession()->startUsingChunk($X, $Z, function() use ($X, $Z, $index) : void{
|
|
$this->usedChunks[$index] = UsedChunkStatus::SENT;
|
|
if($this->spawnChunkLoadCount === -1){
|
|
$this->spawnEntitiesOnChunk($X, $Z);
|
|
}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
|
|
$this->spawnChunkLoadCount = -1;
|
|
|
|
$this->spawnEntitiesOnAllChunks();
|
|
|
|
$this->getNetworkSession()->notifyTerrainReady();
|
|
}
|
|
(new PlayerPostChunkSendEvent($this, $X, $Z))->call();
|
|
});
|
|
},
|
|
static function() : void{
|
|
//NOOP: we'll re-request this if it fails anyway
|
|
}
|
|
);
|
|
}
|
|
|
|
Timings::$playerChunkSend->stopTiming();
|
|
}
|
|
|
|
private function recheckBroadcastPermissions() : void{
|
|
foreach([
|
|
DefaultPermissionNames::BROADCAST_ADMIN => Server::BROADCAST_CHANNEL_ADMINISTRATIVE,
|
|
DefaultPermissionNames::BROADCAST_USER => Server::BROADCAST_CHANNEL_USERS
|
|
] as $permission => $channel){
|
|
if($this->hasPermission($permission)){
|
|
$this->server->subscribeToBroadcastChannel($channel, $this);
|
|
}else{
|
|
$this->server->unsubscribeFromBroadcastChannel($channel, $this);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called by the network system when the pre-spawn sequence is completed (e.g. after sending spawn chunks).
|
|
* This fires join events and broadcasts join messages to other online players.
|
|
*/
|
|
public function doFirstSpawn() : void{
|
|
if($this->spawned){
|
|
return;
|
|
}
|
|
$this->spawned = true;
|
|
$this->recheckBroadcastPermissions();
|
|
$this->getPermissionRecalculationCallbacks()->add(function(array $changedPermissionsOldValues) : void{
|
|
if(isset($changedPermissionsOldValues[Server::BROADCAST_CHANNEL_ADMINISTRATIVE]) || isset($changedPermissionsOldValues[Server::BROADCAST_CHANNEL_USERS])){
|
|
$this->recheckBroadcastPermissions();
|
|
}
|
|
});
|
|
|
|
$ev = new PlayerJoinEvent($this,
|
|
KnownTranslationFactory::multiplayer_player_joined($this->getDisplayName())->prefix(TextFormat::YELLOW)
|
|
);
|
|
$ev->call();
|
|
if($ev->getJoinMessage() !== ""){
|
|
$this->server->broadcastMessage($ev->getJoinMessage());
|
|
}
|
|
|
|
$this->noDamageTicks = 60;
|
|
|
|
$this->spawnToAll();
|
|
|
|
if($this->getHealth() <= 0){
|
|
$this->logger->debug("Quit while dead, forcing respawn");
|
|
$this->actuallyRespawn();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param true[] $oldTickingChunks
|
|
* @param true[] $newTickingChunks
|
|
*
|
|
* @phpstan-param array<int, true> $oldTickingChunks
|
|
* @phpstan-param array<int, true> $newTickingChunks
|
|
*/
|
|
private function updateTickingChunkRegistrations(array $oldTickingChunks, array $newTickingChunks) : void{
|
|
$world = $this->getWorld();
|
|
foreach($oldTickingChunks as $hash => $_){
|
|
if(!isset($newTickingChunks[$hash]) && !isset($this->loadQueue[$hash])){
|
|
//we are (probably) still using this chunk, but it's no longer within ticking range
|
|
World::getXZ($hash, $tickingChunkX, $tickingChunkZ);
|
|
$world->unregisterTickingChunk($this->chunkTicker, $tickingChunkX, $tickingChunkZ);
|
|
}
|
|
}
|
|
foreach($newTickingChunks as $hash => $_){
|
|
if(!isset($oldTickingChunks[$hash]) && !isset($this->loadQueue[$hash])){
|
|
//we were already using this chunk, but it is now within ticking range
|
|
World::getXZ($hash, $tickingChunkX, $tickingChunkZ);
|
|
$world->registerTickingChunk($this->chunkTicker, $tickingChunkX, $tickingChunkZ);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculates which new chunks this player needs to use, and which currently-used chunks it needs to stop using.
|
|
* This is based on factors including the player's current render radius and current position.
|
|
*/
|
|
protected function orderChunks() : void{
|
|
if(!$this->isConnected() || $this->viewDistance === -1){
|
|
return;
|
|
}
|
|
|
|
Timings::$playerChunkOrder->startTiming();
|
|
|
|
$newOrder = [];
|
|
$tickingChunks = [];
|
|
$unloadChunks = $this->usedChunks;
|
|
|
|
$world = $this->getWorld();
|
|
$tickingChunkRadius = $world->getChunkTickRadius();
|
|
|
|
foreach($this->chunkSelector->selectChunks(
|
|
$this->server->getAllowedViewDistance($this->viewDistance),
|
|
$this->location->getFloorX() >> Chunk::COORD_BIT_SIZE,
|
|
$this->location->getFloorZ() >> Chunk::COORD_BIT_SIZE
|
|
) as $radius => $hash){
|
|
if(!isset($this->usedChunks[$hash]) || $this->usedChunks[$hash] === UsedChunkStatus::NEEDED){
|
|
$newOrder[$hash] = true;
|
|
}
|
|
if($radius < $tickingChunkRadius){
|
|
$tickingChunks[$hash] = true;
|
|
}
|
|
unset($unloadChunks[$hash]);
|
|
}
|
|
|
|
foreach($unloadChunks as $index => $status){
|
|
World::getXZ($index, $X, $Z);
|
|
$this->unloadChunk($X, $Z);
|
|
}
|
|
|
|
$this->loadQueue = $newOrder;
|
|
|
|
$this->updateTickingChunkRegistrations($this->tickingChunks, $tickingChunks);
|
|
$this->tickingChunks = $tickingChunks;
|
|
|
|
if(count($this->loadQueue) > 0 || count($unloadChunks) > 0){
|
|
$this->getNetworkSession()->syncViewAreaCenterPoint($this->location, $this->viewDistance);
|
|
}
|
|
|
|
Timings::$playerChunkOrder->stopTiming();
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player is using the chunk with the given coordinates, irrespective of whether the chunk has
|
|
* been sent yet.
|
|
*/
|
|
public function isUsingChunk(int $chunkX, int $chunkZ) : bool{
|
|
return isset($this->usedChunks[World::chunkHash($chunkX, $chunkZ)]);
|
|
}
|
|
|
|
/**
|
|
* @return UsedChunkStatus[] chunkHash => status
|
|
* @phpstan-return array<int, UsedChunkStatus>
|
|
*/
|
|
public function getUsedChunks() : array{
|
|
return $this->usedChunks;
|
|
}
|
|
|
|
/**
|
|
* Returns a usage status of the given chunk, or null if the player is not using the given chunk.
|
|
*/
|
|
public function getUsedChunkStatus(int $chunkX, int $chunkZ) : ?UsedChunkStatus{
|
|
return $this->usedChunks[World::chunkHash($chunkX, $chunkZ)] ?? null;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the target chunk has been sent to this player.
|
|
*/
|
|
public function hasReceivedChunk(int $chunkX, int $chunkZ) : bool{
|
|
$status = $this->usedChunks[World::chunkHash($chunkX, $chunkZ)] ?? null;
|
|
return $status === UsedChunkStatus::SENT;
|
|
}
|
|
|
|
/**
|
|
* Ticks the chunk-requesting mechanism.
|
|
*/
|
|
public function doChunkRequests() : void{
|
|
if($this->nextChunkOrderRun !== PHP_INT_MAX && $this->nextChunkOrderRun-- <= 0){
|
|
$this->nextChunkOrderRun = PHP_INT_MAX;
|
|
$this->orderChunks();
|
|
}
|
|
|
|
if(count($this->loadQueue) > 0){
|
|
$this->requestChunks();
|
|
}
|
|
}
|
|
|
|
public function getDeathPosition() : ?Position{
|
|
if($this->deathPosition !== null && !$this->deathPosition->isValid()){
|
|
$this->deathPosition = null;
|
|
}
|
|
return $this->deathPosition;
|
|
}
|
|
|
|
/**
|
|
* @param Vector3|Position|null $pos
|
|
*/
|
|
public function setDeathPosition(?Vector3 $pos) : void{
|
|
if($pos !== null){
|
|
if($pos instanceof Position && $pos->world !== null){
|
|
$world = $pos->world;
|
|
}else{
|
|
$world = $this->getWorld();
|
|
}
|
|
$this->deathPosition = new Position($pos->x, $pos->y, $pos->z, $world);
|
|
}else{
|
|
$this->deathPosition = null;
|
|
}
|
|
$this->networkPropertiesDirty = true;
|
|
}
|
|
|
|
/**
|
|
* @return Position
|
|
*/
|
|
public function getSpawn(){
|
|
if($this->hasValidCustomSpawn()){
|
|
return $this->spawnPosition;
|
|
}else{
|
|
$world = $this->server->getWorldManager()->getDefaultWorld();
|
|
|
|
return $world->getSpawnLocation();
|
|
}
|
|
}
|
|
|
|
public function hasValidCustomSpawn() : bool{
|
|
return $this->spawnPosition !== null && $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|null $pos
|
|
*/
|
|
public function setSpawn(?Vector3 $pos) : void{
|
|
if($pos !== null){
|
|
if(!($pos instanceof Position)){
|
|
$world = $this->getWorld();
|
|
}else{
|
|
$world = $pos->getWorld();
|
|
}
|
|
$this->spawnPosition = new Position($pos->x, $pos->y, $pos->z, $world);
|
|
}else{
|
|
$this->spawnPosition = null;
|
|
}
|
|
$this->getNetworkSession()->syncPlayerSpawnPoint($this->getSpawn());
|
|
}
|
|
|
|
public function isSleeping() : bool{
|
|
return $this->sleeping !== null;
|
|
}
|
|
|
|
public function sleepOn(Vector3 $pos) : bool{
|
|
$pos = $pos->floor();
|
|
$b = $this->getWorld()->getBlock($pos);
|
|
|
|
$ev = new PlayerBedEnterEvent($this, $b);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
if($b instanceof Bed){
|
|
$b->setOccupied();
|
|
$this->getWorld()->setBlock($pos, $b);
|
|
}
|
|
|
|
$this->sleeping = $pos;
|
|
$this->networkPropertiesDirty = true;
|
|
|
|
$this->setSpawn($pos);
|
|
|
|
$this->getWorld()->setSleepTicks(60);
|
|
|
|
return true;
|
|
}
|
|
|
|
public function stopSleep() : void{
|
|
if($this->sleeping instanceof Vector3){
|
|
$b = $this->getWorld()->getBlock($this->sleeping);
|
|
if($b instanceof Bed){
|
|
$b->setOccupied(false);
|
|
$this->getWorld()->setBlock($this->sleeping, $b);
|
|
}
|
|
(new PlayerBedLeaveEvent($this, $b))->call();
|
|
|
|
$this->sleeping = null;
|
|
$this->networkPropertiesDirty = true;
|
|
|
|
$this->getWorld()->setSleepTicks(0);
|
|
|
|
$this->getNetworkSession()->sendDataPacket(AnimatePacket::create($this->getId(), AnimatePacket::ACTION_STOP_SLEEP));
|
|
}
|
|
}
|
|
|
|
public function getGamemode() : GameMode{
|
|
return $this->gamemode;
|
|
}
|
|
|
|
protected function internalSetGameMode(GameMode $gameMode) : void{
|
|
$this->gamemode = $gameMode;
|
|
|
|
$this->allowFlight = $this->gamemode === GameMode::CREATIVE;
|
|
$this->hungerManager->setEnabled($this->isSurvival());
|
|
|
|
if($this->isSpectator()){
|
|
$this->setFlying(true);
|
|
$this->setHasBlockCollision(false);
|
|
$this->setSilent();
|
|
$this->onGround = false;
|
|
|
|
//TODO: HACK! this syncs the onground flag with the client so that flying works properly
|
|
//this is a yucky hack but we don't have any other options :(
|
|
$this->sendPosition($this->location, null, null, MovePlayerPacket::MODE_TELEPORT);
|
|
}else{
|
|
if($this->isSurvival()){
|
|
$this->setFlying(false);
|
|
}
|
|
$this->setHasBlockCollision(true);
|
|
$this->setSilent(false);
|
|
$this->checkGroundState(0, 0, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the provided gamemode.
|
|
*/
|
|
public function setGamemode(GameMode $gm) : bool{
|
|
if($this->gamemode === $gm){
|
|
return false;
|
|
}
|
|
|
|
$ev = new PlayerGameModeChangeEvent($this, $gm);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
$this->internalSetGameMode($gm);
|
|
|
|
if($this->isSpectator()){
|
|
$this->despawnFromAll();
|
|
}else{
|
|
$this->spawnToAll();
|
|
}
|
|
|
|
$this->getNetworkSession()->syncGameMode($this->gamemode);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
public function isSurvival(bool $literal = false) : bool{
|
|
return $this->gamemode === GameMode::SURVIVAL || (!$literal && $this->gamemode === GameMode::ADVENTURE);
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
public function isCreative(bool $literal = false) : bool{
|
|
return $this->gamemode === GameMode::CREATIVE || (!$literal && $this->gamemode === GameMode::SPECTATOR);
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
public function isAdventure(bool $literal = false) : bool{
|
|
return $this->gamemode === GameMode::ADVENTURE || (!$literal && $this->gamemode === GameMode::SPECTATOR);
|
|
}
|
|
|
|
public function isSpectator() : bool{
|
|
return $this->gamemode === GameMode::SPECTATOR;
|
|
}
|
|
|
|
/**
|
|
* TODO: make this a dynamic ability instead of being hardcoded
|
|
*/
|
|
public function hasFiniteResources() : bool{
|
|
return $this->gamemode !== GameMode::CREATIVE;
|
|
}
|
|
|
|
public function getDrops() : array{
|
|
if($this->hasFiniteResources()){
|
|
return parent::getDrops();
|
|
}
|
|
|
|
return [];
|
|
}
|
|
|
|
public function getXpDropAmount() : int{
|
|
if($this->hasFiniteResources()){
|
|
return parent::getXpDropAmount();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
protected function checkGroundState(float $wantedX, float $wantedY, float $wantedZ, float $dx, float $dy, float $dz) : void{
|
|
if($this->gamemode === GameMode::SPECTATOR){
|
|
$this->onGround = false;
|
|
}else{
|
|
$bb = clone $this->boundingBox;
|
|
$bb->minY = $this->location->y - 0.2;
|
|
$bb->maxY = $this->location->y + 0.2;
|
|
|
|
//we're already at the new position at this point; check if there are blocks we might have landed on between
|
|
//the old and new positions (running down stairs necessitates this)
|
|
$bb = $bb->addCoord(-$dx, -$dy, -$dz);
|
|
|
|
$this->onGround = $this->isCollided = count($this->getWorld()->getCollisionBlocks($bb, true)) > 0;
|
|
}
|
|
}
|
|
|
|
public function canBeMovedByCurrents() : bool{
|
|
return false; //currently has no server-side movement
|
|
}
|
|
|
|
protected function checkNearEntities() : void{
|
|
foreach($this->getWorld()->getNearbyEntities($this->boundingBox->expandedCopy(1, 0.5, 1), $this) as $entity){
|
|
$entity->scheduleUpdate();
|
|
|
|
if(!$entity->isAlive() || $entity->isFlaggedForDespawn()){
|
|
continue;
|
|
}
|
|
|
|
$entity->onCollideWithPlayer($this);
|
|
}
|
|
}
|
|
|
|
public function getInAirTicks() : int{
|
|
return $this->inAirTicks;
|
|
}
|
|
|
|
/**
|
|
* Attempts to move the player to the given coordinates. Unless you have some particularly specialized logic, you
|
|
* probably want to use teleport() instead of this.
|
|
*
|
|
* This is used for processing movements sent by the player over network.
|
|
*
|
|
* @param Vector3 $newPos Coordinates of the player's feet, centered horizontally at the base of their bounding box.
|
|
*/
|
|
public function handleMovement(Vector3 $newPos) : void{
|
|
Timings::$playerMove->startTiming();
|
|
try{
|
|
$this->actuallyHandleMovement($newPos);
|
|
}finally{
|
|
Timings::$playerMove->stopTiming();
|
|
}
|
|
}
|
|
|
|
private function actuallyHandleMovement(Vector3 $newPos) : void{
|
|
$this->moveRateLimit--;
|
|
if($this->moveRateLimit < 0){
|
|
return;
|
|
}
|
|
|
|
$oldPos = $this->location;
|
|
$distanceSquared = $newPos->distanceSquared($oldPos);
|
|
|
|
$revert = false;
|
|
|
|
if($distanceSquared > 225){ //15 blocks
|
|
//TODO: this is probably too big if we process every movement
|
|
/* !!! 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.
|
|
*/
|
|
$this->logger->debug("Moved too fast (" . sqrt($distanceSquared) . " blocks in 1 movement), reverting movement");
|
|
$this->logger->debug("Old position: " . $oldPos->asVector3() . ", new position: " . $newPos);
|
|
$revert = true;
|
|
}elseif(!$this->getWorld()->isInLoadedTerrain($newPos)){
|
|
$revert = true;
|
|
$this->nextChunkOrderRun = 0;
|
|
}
|
|
|
|
if(!$revert && $distanceSquared !== 0.0){
|
|
$dx = $newPos->x - $oldPos->x;
|
|
$dy = $newPos->y - $oldPos->y;
|
|
$dz = $newPos->z - $oldPos->z;
|
|
|
|
$this->move($dx, $dy, $dz);
|
|
}
|
|
|
|
if($revert){
|
|
$this->revertMovement($oldPos);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Fires movement events and synchronizes player movement, every tick.
|
|
*/
|
|
protected function processMostRecentMovements() : void{
|
|
$now = microtime(true);
|
|
$multiplier = $this->lastMovementProcess !== null ? ($now - $this->lastMovementProcess) * 20 : 1;
|
|
$exceededRateLimit = $this->moveRateLimit < 0;
|
|
$this->moveRateLimit = min(self::MOVE_BACKLOG_SIZE, max(0, $this->moveRateLimit) + self::MOVES_PER_TICK * $multiplier);
|
|
$this->lastMovementProcess = $now;
|
|
|
|
$from = clone $this->lastLocation;
|
|
$to = clone $this->location;
|
|
|
|
$delta = $to->distanceSquared($from);
|
|
$deltaAngle = abs($this->lastLocation->yaw - $to->yaw) + abs($this->lastLocation->pitch - $to->pitch);
|
|
|
|
if($delta > 0.0001 || $deltaAngle > 1.0){
|
|
if(PlayerMoveEvent::hasHandlers()){
|
|
$ev = new PlayerMoveEvent($this, $from, $to);
|
|
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled()){
|
|
$this->revertMovement($from);
|
|
return;
|
|
}
|
|
|
|
if($to->distanceSquared($ev->getTo()) > 0.01){ //If plugins modify the destination
|
|
$this->teleport($ev->getTo());
|
|
return;
|
|
}
|
|
}
|
|
|
|
$this->lastLocation = $to;
|
|
$this->broadcastMovement();
|
|
|
|
$horizontalDistanceTravelled = sqrt((($from->x - $to->x) ** 2) + (($from->z - $to->z) ** 2));
|
|
if($horizontalDistanceTravelled > 0){
|
|
//TODO: check for swimming
|
|
if($this->isSprinting()){
|
|
$this->hungerManager->exhaust(0.01 * $horizontalDistanceTravelled, PlayerExhaustEvent::CAUSE_SPRINTING);
|
|
}else{
|
|
$this->hungerManager->exhaust(0.0, PlayerExhaustEvent::CAUSE_WALKING);
|
|
}
|
|
|
|
if($this->nextChunkOrderRun > 20){
|
|
$this->nextChunkOrderRun = 20;
|
|
}
|
|
}
|
|
}
|
|
|
|
if($exceededRateLimit){ //client and server positions will be out of sync if this happens
|
|
$this->logger->debug("Exceeded movement rate limit, forcing to last accepted position");
|
|
$this->sendPosition($this->location, $this->location->getYaw(), $this->location->getPitch(), MovePlayerPacket::MODE_RESET);
|
|
}
|
|
}
|
|
|
|
protected function revertMovement(Location $from) : void{
|
|
$this->setPosition($from);
|
|
$this->sendPosition($from, $from->yaw, $from->pitch, MovePlayerPacket::MODE_RESET);
|
|
}
|
|
|
|
protected function calculateFallDamage(float $fallDistance) : float{
|
|
return $this->flying ? 0 : parent::calculateFallDamage($fallDistance);
|
|
}
|
|
|
|
public function jump() : void{
|
|
(new PlayerJumpEvent($this))->call();
|
|
parent::jump();
|
|
}
|
|
|
|
public function setMotion(Vector3 $motion) : bool{
|
|
if(parent::setMotion($motion)){
|
|
$this->broadcastMotion();
|
|
$this->getNetworkSession()->sendDataPacket(SetActorMotionPacket::create($this->id, $motion, tick: 0));
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected function updateMovement(bool $teleport = false) : void{
|
|
|
|
}
|
|
|
|
protected function tryChangeMovement() : void{
|
|
|
|
}
|
|
|
|
public function onUpdate(int $currentTick) : bool{
|
|
$tickDiff = $currentTick - $this->lastUpdate;
|
|
|
|
if($tickDiff <= 0){
|
|
return true;
|
|
}
|
|
|
|
$this->messageCounter = 2;
|
|
|
|
$this->lastUpdate = $currentTick;
|
|
|
|
if($this->justCreated){
|
|
$this->onFirstUpdate($currentTick);
|
|
}
|
|
|
|
if(!$this->isAlive() && $this->spawned){
|
|
$this->onDeathUpdate($tickDiff);
|
|
return true;
|
|
}
|
|
|
|
$this->timings->startTiming();
|
|
|
|
if($this->spawned){
|
|
Timings::$playerMove->startTiming();
|
|
$this->processMostRecentMovements();
|
|
$this->motion = Vector3::zero(); //TODO: HACK! (Fixes player knockback being messed up)
|
|
if($this->onGround){
|
|
$this->inAirTicks = 0;
|
|
}else{
|
|
$this->inAirTicks += $tickDiff;
|
|
}
|
|
Timings::$playerMove->stopTiming();
|
|
|
|
Timings::$entityBaseTick->startTiming();
|
|
$this->entityBaseTick($tickDiff);
|
|
Timings::$entityBaseTick->stopTiming();
|
|
|
|
if($this->isCreative() && $this->fireTicks > 1){
|
|
$this->fireTicks = 1;
|
|
}
|
|
|
|
if(!$this->isSpectator() && $this->isAlive()){
|
|
Timings::$playerCheckNearEntities->startTiming();
|
|
$this->checkNearEntities();
|
|
Timings::$playerCheckNearEntities->stopTiming();
|
|
}
|
|
|
|
if($this->blockBreakHandler !== null && !$this->blockBreakHandler->update()){
|
|
$this->blockBreakHandler = null;
|
|
}
|
|
}
|
|
|
|
$this->timings->stopTiming();
|
|
|
|
return true;
|
|
}
|
|
|
|
public function canEat() : bool{
|
|
return $this->isCreative() || parent::canEat();
|
|
}
|
|
|
|
public function canBreathe() : bool{
|
|
return $this->isCreative() || parent::canBreathe();
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player can interact with the specified position. This checks distance and direction.
|
|
*
|
|
* @param float $maxDiff defaults to half of the 3D diagonal width of a block
|
|
*/
|
|
public function canInteract(Vector3 $pos, float $maxDistance, float $maxDiff = M_SQRT3 / 2) : bool{
|
|
$eyePos = $this->getEyePos();
|
|
if($eyePos->distanceSquared($pos) > $maxDistance ** 2){
|
|
return false;
|
|
}
|
|
|
|
$dV = $this->getDirectionVector();
|
|
$eyeDot = $dV->dot($eyePos);
|
|
$targetDot = $dV->dot($pos);
|
|
return ($targetDot - $eyeDot) >= -$maxDiff;
|
|
}
|
|
|
|
/**
|
|
* Sends a chat message as this player. If the message begins with a / (forward-slash) it will be treated
|
|
* as a command.
|
|
*/
|
|
public function chat(string $message) : bool{
|
|
$this->removeCurrentWindow();
|
|
|
|
if($this->messageCounter <= 0){
|
|
//the check below would take care of this (0 * (maxlen + 1) = 0), but it's better be explicit
|
|
return false;
|
|
}
|
|
|
|
//Fast length check, to make sure we don't get hung trying to explode MBs of string ...
|
|
$maxTotalLength = $this->messageCounter * (self::MAX_CHAT_BYTE_LENGTH + 1);
|
|
if(strlen($message) > $maxTotalLength){
|
|
return false;
|
|
}
|
|
|
|
$message = TextFormat::clean($message, false);
|
|
foreach(explode("\n", $message, $this->messageCounter + 1) as $messagePart){
|
|
if(trim($messagePart) !== "" && strlen($messagePart) <= self::MAX_CHAT_BYTE_LENGTH && mb_strlen($messagePart, 'UTF-8') <= self::MAX_CHAT_CHAR_LENGTH && $this->messageCounter-- > 0){
|
|
if(str_starts_with($messagePart, './')){
|
|
$messagePart = substr($messagePart, 1);
|
|
}
|
|
|
|
if(str_starts_with($messagePart, "/")){
|
|
Timings::$playerCommand->startTiming();
|
|
$this->server->dispatchCommand($this, substr($messagePart, 1));
|
|
Timings::$playerCommand->stopTiming();
|
|
}else{
|
|
$ev = new PlayerChatEvent($this, $messagePart, $this->server->getBroadcastChannelSubscribers(Server::BROADCAST_CHANNEL_USERS), new StandardChatFormatter());
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->server->broadcastMessage($ev->getFormatter()->format($ev->getPlayer()->getDisplayName(), $ev->getMessage()), $ev->getRecipients());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public function selectHotbarSlot(int $hotbarSlot) : bool{
|
|
if(!$this->inventory->isHotbarSlot($hotbarSlot)){ //TODO: exception here?
|
|
return false;
|
|
}
|
|
if($hotbarSlot === $this->inventory->getHeldItemIndex()){
|
|
return true;
|
|
}
|
|
|
|
$ev = new PlayerItemHeldEvent($this, $this->inventory->getItem($hotbarSlot), $hotbarSlot);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
$this->inventory->setHeldItemIndex($hotbarSlot);
|
|
$this->setUsingItem(false);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @param Item[] $extraReturnedItems
|
|
*/
|
|
private function returnItemsFromAction(Item $oldHeldItem, Item $newHeldItem, array $extraReturnedItems) : void{
|
|
$heldItemChanged = false;
|
|
|
|
if(!$newHeldItem->equalsExact($oldHeldItem) && $oldHeldItem->equalsExact($this->inventory->getItemInHand())){
|
|
//determine if the item was changed in some meaningful way, or just damaged/changed count
|
|
//if it was really changed we always need to set it, whether we have finite resources or not
|
|
$newReplica = clone $oldHeldItem;
|
|
$newReplica->setCount($newHeldItem->getCount());
|
|
if($newReplica instanceof Durable && $newHeldItem instanceof Durable){
|
|
$newReplica->setDamage($newHeldItem->getDamage());
|
|
}
|
|
$damagedOrDeducted = $newReplica->equalsExact($newHeldItem);
|
|
|
|
if(!$damagedOrDeducted || $this->hasFiniteResources()){
|
|
if($newHeldItem instanceof Durable && $newHeldItem->isBroken()){
|
|
$this->broadcastSound(new ItemBreakSound());
|
|
}
|
|
$this->inventory->setItemInHand($newHeldItem);
|
|
$heldItemChanged = true;
|
|
}
|
|
}
|
|
|
|
if(!$heldItemChanged){
|
|
$newHeldItem = $oldHeldItem;
|
|
}
|
|
|
|
if($heldItemChanged && count($extraReturnedItems) > 0 && $newHeldItem->isNull()){
|
|
$this->inventory->setItemInHand(array_shift($extraReturnedItems));
|
|
}
|
|
foreach($this->inventory->addItem(...$extraReturnedItems) as $drop){
|
|
//TODO: we can't generate a transaction for this since the items aren't coming from an inventory :(
|
|
$ev = new PlayerDropItemEvent($this, $drop);
|
|
if($this->isSpectator()){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->dropItem($drop);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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();
|
|
$oldItem = clone $item;
|
|
|
|
$ev = new PlayerItemUseEvent($this, $item, $directionVector);
|
|
if($this->hasItemCooldown($item) || $this->isSpectator()){
|
|
$ev->cancel();
|
|
}
|
|
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
$returnedItems = [];
|
|
$result = $item->onClickAir($this, $directionVector, $returnedItems);
|
|
if($result === ItemUseResult::FAIL){
|
|
return false;
|
|
}
|
|
|
|
$this->resetItemCooldown($oldItem);
|
|
$this->returnItemsFromAction($oldItem, $item, $returnedItems);
|
|
|
|
$this->setUsingItem($item instanceof Releasable && $item->canStartUsingItem($this));
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Consumes the currently-held item.
|
|
*
|
|
* @return bool if the consumption succeeded.
|
|
*/
|
|
public function consumeHeldItem() : bool{
|
|
$slot = $this->inventory->getItemInHand();
|
|
if($slot instanceof ConsumableItem){
|
|
$oldItem = clone $slot;
|
|
|
|
$ev = new PlayerItemConsumeEvent($this, $slot);
|
|
if($this->hasItemCooldown($slot)){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled() || !$this->consumeObject($slot)){
|
|
return false;
|
|
}
|
|
|
|
$this->setUsingItem(false);
|
|
$this->resetItemCooldown($oldItem);
|
|
|
|
$slot->pop();
|
|
$this->returnItemsFromAction($oldItem, $slot, [$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{
|
|
$item = $this->inventory->getItemInHand();
|
|
if(!$this->isUsingItem() || $this->hasItemCooldown($item)){
|
|
return false;
|
|
}
|
|
|
|
$oldItem = clone $item;
|
|
|
|
$returnedItems = [];
|
|
$result = $item->onReleaseUsing($this, $returnedItems);
|
|
if($result === ItemUseResult::SUCCESS){
|
|
$this->resetItemCooldown($oldItem);
|
|
$this->returnItemsFromAction($oldItem, $item, $returnedItems);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}finally{
|
|
$this->setUsingItem(false);
|
|
}
|
|
}
|
|
|
|
public function pickBlock(Vector3 $pos, bool $addTileNBT) : bool{
|
|
$block = $this->getWorld()->getBlock($pos);
|
|
if($block instanceof UnknownBlock){
|
|
return true;
|
|
}
|
|
|
|
$item = $block->getPickedItem($addTileNBT);
|
|
|
|
$ev = new PlayerBlockPickEvent($this, $block, $item);
|
|
$existingSlot = $this->inventory->first($item);
|
|
if($existingSlot === -1 && $this->hasFiniteResources()){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
|
|
if(!$ev->isCancelled()){
|
|
$this->equipOrAddPickedItem($existingSlot, $item);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public function pickEntity(int $entityId) : bool{
|
|
$entity = $this->getWorld()->getEntity($entityId);
|
|
if($entity === null){
|
|
return true;
|
|
}
|
|
|
|
$item = $entity->getPickedItem();
|
|
if($item === null){
|
|
return true;
|
|
}
|
|
|
|
$ev = new PlayerEntityPickEvent($this, $entity, $item);
|
|
$existingSlot = $this->inventory->first($item);
|
|
if($existingSlot === -1 && ($this->hasFiniteResources() || $this->isSpectator())){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
|
|
if(!$ev->isCancelled()){
|
|
$this->equipOrAddPickedItem($existingSlot, $item);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private function equipOrAddPickedItem(int $existingSlot, Item $item) : void{
|
|
if($existingSlot !== -1){
|
|
if($existingSlot < $this->inventory->getHotbarSize()){
|
|
$this->inventory->setHeldItemIndex($existingSlot);
|
|
}else{
|
|
$this->inventory->swap($this->inventory->getHeldItemIndex(), $existingSlot);
|
|
}
|
|
}else{
|
|
$firstEmpty = $this->inventory->firstEmpty();
|
|
if($firstEmpty === -1){ //full inventory
|
|
$this->inventory->setItemInHand($item);
|
|
}elseif($firstEmpty < $this->inventory->getHotbarSize()){
|
|
$this->inventory->setItem($firstEmpty, $item);
|
|
$this->inventory->setHeldItemIndex($firstEmpty);
|
|
}else{
|
|
$this->inventory->swap($this->inventory->getHeldItemIndex(), $firstEmpty);
|
|
$this->inventory->setItemInHand($item);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Performs a left-click (attack) action on the block.
|
|
*
|
|
* @return bool if an action took place successfully
|
|
*/
|
|
public function attackBlock(Vector3 $pos, int $face) : bool{
|
|
if($pos->distanceSquared($this->location) > 10000){
|
|
return false; //TODO: maybe this should throw an exception instead?
|
|
}
|
|
|
|
$target = $this->getWorld()->getBlock($pos);
|
|
|
|
$ev = new PlayerInteractEvent($this, $this->inventory->getItemInHand(), $target, null, $face, PlayerInteractEvent::LEFT_CLICK_BLOCK);
|
|
if($this->isSpectator()){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
if($target->onAttack($this->inventory->getItemInHand(), $face, $this)){
|
|
return true;
|
|
}
|
|
|
|
$block = $target->getSide($face);
|
|
if($block->hasTypeTag(BlockTypeTags::FIRE)){
|
|
$this->getWorld()->setBlock($block->getPosition(), VanillaBlocks::AIR());
|
|
$this->getWorld()->addSound($block->getPosition()->add(0.5, 0.5, 0.5), new FireExtinguishSound());
|
|
return true;
|
|
}
|
|
|
|
if(!$this->isCreative() && !$target->getBreakInfo()->breaksInstantly()){
|
|
$this->blockBreakHandler = new SurvivalBlockBreakHandler($this, $pos, $target, $face, 16);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public function continueBreakBlock(Vector3 $pos, int $face) : void{
|
|
if($this->blockBreakHandler !== null && $this->blockBreakHandler->getBlockPos()->distanceSquared($pos) < 0.0001){
|
|
$this->blockBreakHandler->setTargetedFace($face);
|
|
}
|
|
}
|
|
|
|
public function stopBreakBlock(Vector3 $pos) : void{
|
|
if($this->blockBreakHandler !== null && $this->blockBreakHandler->getBlockPos()->distanceSquared($pos) < 0.0001){
|
|
$this->blockBreakHandler = null;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Breaks the block at the given position using the currently-held item.
|
|
*
|
|
* @return bool if the block was successfully broken, false if a rollback needs to take place.
|
|
*/
|
|
public function breakBlock(Vector3 $pos) : bool{
|
|
$this->removeCurrentWindow();
|
|
|
|
if($this->canInteract($pos->add(0.5, 0.5, 0.5), $this->isCreative() ? self::MAX_REACH_DISTANCE_CREATIVE : self::MAX_REACH_DISTANCE_SURVIVAL)){
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$this->stopBreakBlock($pos);
|
|
$item = $this->inventory->getItemInHand();
|
|
$oldItem = clone $item;
|
|
$returnedItems = [];
|
|
if($this->getWorld()->useBreakOn($pos, $item, $this, true, $returnedItems)){
|
|
$this->returnItemsFromAction($oldItem, $item, $returnedItems);
|
|
$this->hungerManager->exhaust(0.005, PlayerExhaustEvent::CAUSE_MINING);
|
|
return true;
|
|
}
|
|
}else{
|
|
$this->logger->debug("Cancelled block break at $pos due to not currently being interactable");
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Touches the block at the given position with the currently-held item.
|
|
*
|
|
* @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), $this->isCreative() ? self::MAX_REACH_DISTANCE_CREATIVE : self::MAX_REACH_DISTANCE_SURVIVAL)){
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$item = $this->inventory->getItemInHand(); //this is a copy of the real item
|
|
$oldItem = clone $item;
|
|
$returnedItems = [];
|
|
if($this->getWorld()->useItemOn($pos, $item, $face, $clickOffset, $this, true, $returnedItems)){
|
|
$this->returnItemsFromAction($oldItem, $item, $returnedItems);
|
|
return true;
|
|
}
|
|
}else{
|
|
$this->logger->debug("Cancelled interaction of block at $pos due to not currently being interactable");
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Attacks the given entity with the currently-held item.
|
|
* TODO: move this up the class hierarchy
|
|
*
|
|
* @return bool if the entity was dealt damage
|
|
*/
|
|
public function attackEntity(Entity $entity) : bool{
|
|
if(!$entity->isAlive()){
|
|
return false;
|
|
}
|
|
if($entity instanceof ItemEntity || $entity instanceof Arrow){
|
|
$this->logger->debug("Attempted to attack non-attackable entity " . get_class($entity));
|
|
return false;
|
|
}
|
|
|
|
$heldItem = $this->inventory->getItemInHand();
|
|
$oldItem = clone $heldItem;
|
|
|
|
$ev = new EntityDamageByEntityEvent($this, $entity, EntityDamageEvent::CAUSE_ENTITY_ATTACK, $heldItem->getAttackPoints());
|
|
if(!$this->canInteract($entity->getLocation(), self::MAX_REACH_DISTANCE_ENTITY_INTERACTION)){
|
|
$this->logger->debug("Cancelled attack of entity " . $entity->getId() . " due to not currently being interactable");
|
|
$ev->cancel();
|
|
}elseif($this->isSpectator() || ($entity instanceof Player && !$this->server->getConfigGroup()->getConfigBool(ServerProperties::PVP))){
|
|
$ev->cancel();
|
|
}
|
|
|
|
$meleeEnchantmentDamage = 0;
|
|
/** @var EnchantmentInstance[] $meleeEnchantments */
|
|
$meleeEnchantments = [];
|
|
foreach($heldItem->getEnchantments() as $enchantment){
|
|
$type = $enchantment->getType();
|
|
if($type instanceof MeleeWeaponEnchantment && $type->isApplicableTo($entity)){
|
|
$meleeEnchantmentDamage += $type->getDamageBonus($enchantment->getLevel());
|
|
$meleeEnchantments[] = $enchantment;
|
|
}
|
|
}
|
|
$ev->setModifier($meleeEnchantmentDamage, EntityDamageEvent::MODIFIER_WEAPON_ENCHANTMENTS);
|
|
|
|
if(!$this->isSprinting() && !$this->isFlying() && $this->fallDistance > 0 && !$this->effectManager->has(VanillaEffects::BLINDNESS()) && !$this->isUnderwater()){
|
|
$ev->setModifier($ev->getFinalDamage() / 2, EntityDamageEvent::MODIFIER_CRITICAL);
|
|
}
|
|
|
|
$entity->attack($ev);
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
|
|
$soundPos = $entity->getPosition()->add(0, $entity->size->getHeight() / 2, 0);
|
|
if($ev->isCancelled()){
|
|
$this->getWorld()->addSound($soundPos, new EntityAttackNoDamageSound());
|
|
return false;
|
|
}
|
|
$this->getWorld()->addSound($soundPos, new EntityAttackSound());
|
|
|
|
if($ev->getModifier(EntityDamageEvent::MODIFIER_CRITICAL) > 0 && $entity instanceof Living){
|
|
$entity->broadcastAnimation(new CriticalHitAnimation($entity));
|
|
}
|
|
|
|
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
|
|
$returnedItems = [];
|
|
$heldItem->onAttackEntity($entity, $returnedItems);
|
|
$this->returnItemsFromAction($oldItem, $heldItem, $returnedItems);
|
|
|
|
$this->hungerManager->exhaust(0.1, PlayerExhaustEvent::CAUSE_ATTACK);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Performs actions associated with the attack action (left-click) without a target entity.
|
|
* Under normal circumstances, this will just play the no-damage attack sound and the arm-swing animation.
|
|
*/
|
|
public function missSwing() : void{
|
|
$ev = new PlayerMissSwingEvent($this);
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->broadcastSound(new EntityAttackNoDamageSound());
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Interacts with the given entity using the currently-held item.
|
|
*/
|
|
public function interactEntity(Entity $entity, Vector3 $clickPos) : bool{
|
|
$ev = new PlayerEntityInteractEvent($this, $entity, $clickPos);
|
|
|
|
if(!$this->canInteract($entity->getLocation(), self::MAX_REACH_DISTANCE_ENTITY_INTERACTION)){
|
|
$this->logger->debug("Cancelled interaction with entity " . $entity->getId() . " due to not currently being interactable");
|
|
$ev->cancel();
|
|
}
|
|
|
|
$ev->call();
|
|
|
|
$item = $this->inventory->getItemInHand();
|
|
$oldItem = clone $item;
|
|
if(!$ev->isCancelled()){
|
|
if($item->onInteractEntity($this, $entity, $clickPos)){
|
|
if($this->hasFiniteResources() && !$item->equalsExact($oldItem) && $oldItem->equalsExact($this->inventory->getItemInHand())){
|
|
if($item instanceof Durable && $item->isBroken()){
|
|
$this->broadcastSound(new ItemBreakSound());
|
|
}
|
|
$this->inventory->setItemInHand($item);
|
|
}
|
|
}
|
|
return $entity->onInteract($this, $clickPos);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public function toggleSprint(bool $sprint) : bool{
|
|
if($sprint === $this->sprinting){
|
|
return true;
|
|
}
|
|
$ev = new PlayerToggleSprintEvent($this, $sprint);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setSprinting($sprint);
|
|
return true;
|
|
}
|
|
|
|
public function toggleSneak(bool $sneak) : bool{
|
|
if($sneak === $this->sneaking){
|
|
return true;
|
|
}
|
|
$ev = new PlayerToggleSneakEvent($this, $sneak);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setSneaking($sneak);
|
|
return true;
|
|
}
|
|
|
|
public function toggleFlight(bool $fly) : bool{
|
|
if($fly === $this->flying){
|
|
return true;
|
|
}
|
|
$ev = new PlayerToggleFlightEvent($this, $fly);
|
|
if(!$this->allowFlight){
|
|
$ev->cancel();
|
|
}
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setFlying($fly);
|
|
return true;
|
|
}
|
|
|
|
public function toggleGlide(bool $glide) : bool{
|
|
if($glide === $this->gliding){
|
|
return true;
|
|
}
|
|
$ev = new PlayerToggleGlideEvent($this, $glide);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setGliding($glide);
|
|
return true;
|
|
}
|
|
|
|
public function toggleSwim(bool $swim) : bool{
|
|
if($swim === $this->swimming){
|
|
return true;
|
|
}
|
|
$ev = new PlayerToggleSwimEvent($this, $swim);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setSwimming($swim);
|
|
return true;
|
|
}
|
|
|
|
public function emote(string $emoteId) : void{
|
|
$currentTick = $this->server->getTick();
|
|
if($currentTick - $this->lastEmoteTick > 5){
|
|
$this->lastEmoteTick = $currentTick;
|
|
$event = new PlayerEmoteEvent($this, $emoteId);
|
|
$event->call();
|
|
if(!$event->isCancelled()){
|
|
$emoteId = $event->getEmoteId();
|
|
parent::emote($emoteId);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Drops an item on the ground in front of the player.
|
|
*/
|
|
public function dropItem(Item $item) : void{
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$this->getWorld()->dropItem($this->location->add(0, 1.3, 0), $item, $this->getDirectionVector()->multiply(0.4), 40);
|
|
}
|
|
|
|
/**
|
|
* Adds a title text to the user's screen, with an optional 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 sendTitle(string $title, string $subtitle = "", int $fadeIn = -1, int $stay = -1, int $fadeOut = -1) : void{
|
|
$this->setTitleDuration($fadeIn, $stay, $fadeOut);
|
|
if($subtitle !== ""){
|
|
$this->sendSubTitle($subtitle);
|
|
}
|
|
$this->getNetworkSession()->onTitle($title);
|
|
}
|
|
|
|
/**
|
|
* Sets the subtitle message, without sending a title.
|
|
*/
|
|
public function sendSubTitle(string $subtitle) : void{
|
|
$this->getNetworkSession()->onSubTitle($subtitle);
|
|
}
|
|
|
|
/**
|
|
* Adds small text to the user's screen.
|
|
*/
|
|
public function sendActionBarMessage(string $message) : void{
|
|
$this->getNetworkSession()->onActionBar($message);
|
|
}
|
|
|
|
/**
|
|
* Removes the title from the client's screen.
|
|
*/
|
|
public function removeTitles() : void{
|
|
$this->getNetworkSession()->onClearTitle();
|
|
}
|
|
|
|
/**
|
|
* Resets the title duration settings to defaults and removes any existing titles.
|
|
*/
|
|
public function resetTitles() : void{
|
|
$this->getNetworkSession()->onResetTitleOptions();
|
|
}
|
|
|
|
/**
|
|
* 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 $fadeOut) : void{
|
|
if($fadeIn >= 0 && $stay >= 0 && $fadeOut >= 0){
|
|
$this->getNetworkSession()->onTitleDuration($fadeIn, $stay, $fadeOut);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sends a direct chat message to a player
|
|
*/
|
|
public function sendMessage(Translatable|string $message) : void{
|
|
$this->getNetworkSession()->onChatMessage($message);
|
|
}
|
|
|
|
public function sendJukeboxPopup(Translatable|string $message) : void{
|
|
$this->getNetworkSession()->onJukeboxPopup($message);
|
|
}
|
|
|
|
/**
|
|
* Sends a popup message to the player
|
|
*
|
|
* TODO: add translation type popups
|
|
*/
|
|
public function sendPopup(string $message) : void{
|
|
$this->getNetworkSession()->onPopup($message);
|
|
}
|
|
|
|
public function sendTip(string $message) : void{
|
|
$this->getNetworkSession()->onTip($message);
|
|
}
|
|
|
|
/**
|
|
* Sends a toast message to the player, or queue to send it if a toast message is already shown.
|
|
*/
|
|
public function sendToastNotification(string $title, string $body) : void{
|
|
$this->getNetworkSession()->onToastNotification($title, $body);
|
|
}
|
|
|
|
/**
|
|
* Sends a Form to the player, or queue to send it if a form is already open.
|
|
*
|
|
* @throws \InvalidArgumentException
|
|
*/
|
|
public function sendForm(Form $form) : void{
|
|
$id = $this->formIdCounter++;
|
|
if($this->getNetworkSession()->onFormSent($id, $form)){
|
|
$this->forms[$id] = $form;
|
|
}
|
|
}
|
|
|
|
public function onFormSubmit(int $formId, mixed $responseData) : bool{
|
|
if(!isset($this->forms[$formId])){
|
|
$this->logger->debug("Got unexpected response for form $formId");
|
|
return false;
|
|
}
|
|
|
|
try{
|
|
$this->forms[$formId]->handleResponse($this, $responseData);
|
|
}catch(FormValidationException $e){
|
|
$this->logger->critical("Failed to validate form " . get_class($this->forms[$formId]) . ": " . $e->getMessage());
|
|
$this->logger->logException($e);
|
|
}finally{
|
|
unset($this->forms[$formId]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Closes the current viewing form and forms in queue.
|
|
*/
|
|
public function closeAllForms() : void{
|
|
$this->getNetworkSession()->onCloseAllForms();
|
|
}
|
|
|
|
/**
|
|
* 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 Translatable|string|null $message Message to show in the console when closing the player, null will use the default message
|
|
*
|
|
* @return bool if transfer was successful.
|
|
*/
|
|
public function transfer(string $address, int $port = 19132, Translatable|string|null $message = null) : bool{
|
|
$ev = new PlayerTransferEvent($this, $address, $port, $message ?? KnownTranslationFactory::pocketmine_disconnect_transfer());
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->getNetworkSession()->transfer($ev->getAddress(), $ev->getPort(), $ev->getMessage());
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Kicks a player from the server
|
|
*
|
|
* @param Translatable|string $reason Shown in the server log - this should be a short one-line message
|
|
* @param Translatable|string|null $quitMessage Message to broadcast to online players (null will use default)
|
|
* @param Translatable|string|null $disconnectScreenMessage Shown on the player's disconnection screen (null will use the reason)
|
|
*/
|
|
public function kick(Translatable|string $reason = "", Translatable|string|null $quitMessage = null, Translatable|string|null $disconnectScreenMessage = null) : bool{
|
|
$ev = new PlayerKickEvent($this, $reason, $quitMessage ?? $this->getLeaveMessage(), $disconnectScreenMessage);
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$reason = $ev->getDisconnectReason();
|
|
if($reason === ""){
|
|
$reason = KnownTranslationFactory::disconnectionScreen_noReason();
|
|
}
|
|
$disconnectScreenMessage = $ev->getDisconnectScreenMessage() ?? $reason;
|
|
if($disconnectScreenMessage === ""){
|
|
$disconnectScreenMessage = KnownTranslationFactory::disconnectionScreen_noReason();
|
|
}
|
|
$this->disconnect($reason, $ev->getQuitMessage(), $disconnectScreenMessage);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Removes the player from the server. This cannot be cancelled.
|
|
* This is used for remote disconnects and for uninterruptible disconnects (for example, when the server shuts down).
|
|
*
|
|
* Note for plugin developers: Prefer kick() instead of this method.
|
|
* That way other plugins can have a say in whether the player is removed or not.
|
|
*
|
|
* Note for internals developers: Do not call this from network sessions. It will cause a feedback loop.
|
|
*
|
|
* @param Translatable|string $reason Shown in the server log - this should be a short one-line message
|
|
* @param Translatable|string|null $quitMessage Message to broadcast to online players (null will use default)
|
|
* @param Translatable|string|null $disconnectScreenMessage Shown on the player's disconnection screen (null will use the reason)
|
|
*/
|
|
public function disconnect(Translatable|string $reason, Translatable|string|null $quitMessage = null, Translatable|string|null $disconnectScreenMessage = null) : void{
|
|
if(!$this->isConnected()){
|
|
return;
|
|
}
|
|
|
|
$this->getNetworkSession()->onPlayerDestroyed($reason, $disconnectScreenMessage ?? $reason);
|
|
$this->onPostDisconnect($reason, $quitMessage);
|
|
}
|
|
|
|
/**
|
|
* @internal
|
|
* This method executes post-disconnect actions and cleanups.
|
|
*
|
|
* @param Translatable|string $reason Shown in the server log - this should be a short one-line message
|
|
* @param Translatable|string|null $quitMessage Message to broadcast to online players (null will use default)
|
|
*/
|
|
public function onPostDisconnect(Translatable|string $reason, Translatable|string|null $quitMessage) : void{
|
|
if($this->isConnected()){
|
|
throw new \LogicException("Player is still connected");
|
|
}
|
|
|
|
//prevent the player receiving their own disconnect message
|
|
$this->server->unsubscribeFromAllBroadcastChannels($this);
|
|
|
|
$this->removeCurrentWindow();
|
|
|
|
$ev = new PlayerQuitEvent($this, $quitMessage ?? $this->getLeaveMessage(), $reason);
|
|
$ev->call();
|
|
if(($quitMessage = $ev->getQuitMessage()) !== ""){
|
|
$this->server->broadcastMessage($quitMessage);
|
|
}
|
|
$this->save();
|
|
|
|
$this->spawned = false;
|
|
|
|
$this->stopSleep();
|
|
$this->blockBreakHandler = null;
|
|
$this->despawnFromAll();
|
|
|
|
$this->server->removeOnlinePlayer($this);
|
|
|
|
foreach($this->server->getOnlinePlayers() as $player){
|
|
if(!$player->canSee($this)){
|
|
$player->showPlayer($this);
|
|
}
|
|
}
|
|
$this->hiddenPlayers = [];
|
|
|
|
if($this->location->isValid()){
|
|
foreach($this->usedChunks as $index => $status){
|
|
World::getXZ($index, $chunkX, $chunkZ);
|
|
$this->unloadChunk($chunkX, $chunkZ);
|
|
}
|
|
}
|
|
if(count($this->usedChunks) !== 0){
|
|
throw new AssumptionFailedError("Previous loop should have cleared this array");
|
|
}
|
|
$this->loadQueue = [];
|
|
|
|
$this->removeCurrentWindow();
|
|
$this->removePermanentInventories();
|
|
|
|
$this->perm->getPermissionRecalculationCallbacks()->clear();
|
|
|
|
$this->flagForDespawn();
|
|
}
|
|
|
|
protected function onDispose() : void{
|
|
$this->disconnect("Player destroyed");
|
|
$this->cursorInventory->removeAllViewers();
|
|
$this->craftingGrid->removeAllViewers();
|
|
parent::onDispose();
|
|
}
|
|
|
|
protected function destroyCycles() : void{
|
|
$this->networkSession = null;
|
|
unset($this->cursorInventory);
|
|
unset($this->craftingGrid);
|
|
$this->spawnPosition = null;
|
|
$this->deathPosition = null;
|
|
$this->blockBreakHandler = null;
|
|
parent::destroyCycles();
|
|
}
|
|
|
|
/**
|
|
* @return mixed[]
|
|
*/
|
|
public function __debugInfo() : array{
|
|
return [];
|
|
}
|
|
|
|
public function __destruct(){
|
|
parent::__destruct();
|
|
$this->logger->debug("Destroyed by garbage collector");
|
|
}
|
|
|
|
public function canSaveWithChunk() : bool{
|
|
return false;
|
|
}
|
|
|
|
public function setCanSaveWithChunk(bool $value) : void{
|
|
throw new \BadMethodCallException("Players can't be saved with chunks");
|
|
}
|
|
|
|
public function getSaveData() : CompoundTag{
|
|
$nbt = $this->saveNBT();
|
|
|
|
$nbt->setString(self::TAG_LAST_KNOWN_XUID, $this->xuid);
|
|
|
|
if($this->location->isValid()){
|
|
$nbt->setString(self::TAG_LEVEL, $this->getWorld()->getFolderName());
|
|
}
|
|
|
|
if($this->hasValidCustomSpawn()){
|
|
$spawn = $this->getSpawn();
|
|
$nbt->setString(self::TAG_SPAWN_WORLD, $spawn->getWorld()->getFolderName());
|
|
$nbt->setInt(self::TAG_SPAWN_X, $spawn->getFloorX());
|
|
$nbt->setInt(self::TAG_SPAWN_Y, $spawn->getFloorY());
|
|
$nbt->setInt(self::TAG_SPAWN_Z, $spawn->getFloorZ());
|
|
}
|
|
|
|
if($this->deathPosition !== null && $this->deathPosition->isValid()){
|
|
$nbt->setString(self::TAG_DEATH_WORLD, $this->deathPosition->getWorld()->getFolderName());
|
|
$nbt->setInt(self::TAG_DEATH_X, $this->deathPosition->getFloorX());
|
|
$nbt->setInt(self::TAG_DEATH_Y, $this->deathPosition->getFloorY());
|
|
$nbt->setInt(self::TAG_DEATH_Z, $this->deathPosition->getFloorZ());
|
|
}
|
|
|
|
$nbt->setInt(self::TAG_GAME_MODE, GameModeIdMap::getInstance()->toId($this->gamemode));
|
|
$nbt->setLong(self::TAG_FIRST_PLAYED, (int) $this->firstPlayed->format('Uv'));
|
|
$nbt->setLong(self::TAG_LAST_PLAYED, (int) floor(microtime(true) * 1000));
|
|
|
|
return $nbt;
|
|
}
|
|
|
|
/**
|
|
* Handles player data saving
|
|
*/
|
|
public function save() : void{
|
|
$this->server->saveOfflinePlayerData($this->username, $this->getSaveData());
|
|
}
|
|
|
|
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->removeCurrentWindow();
|
|
|
|
$this->setDeathPosition($this->getPosition());
|
|
|
|
$ev = new PlayerDeathEvent($this, $this->getDrops(), $this->getXpDropAmount(), null);
|
|
$ev->call();
|
|
|
|
if(!$ev->getKeepInventory()){
|
|
foreach($ev->getDrops() as $item){
|
|
$this->getWorld()->dropItem($this->location, $item);
|
|
}
|
|
|
|
$clearInventory = fn(Inventory $inventory) => $inventory->setContents(array_filter($inventory->getContents(), fn(Item $item) => $item->keepOnDeath()));
|
|
$this->inventory->setHeldItemIndex(0);
|
|
$clearInventory($this->inventory);
|
|
$clearInventory($this->armorInventory);
|
|
$clearInventory($this->offHandInventory);
|
|
}
|
|
|
|
if(!$ev->getKeepXp()){
|
|
$this->getWorld()->dropExperience($this->location, $ev->getXpDropAmount());
|
|
$this->xpManager->setXpAndProgress(0, 0.0);
|
|
}
|
|
|
|
if($ev->getDeathMessage() !== ""){
|
|
$this->server->broadcastMessage($ev->getDeathMessage());
|
|
}
|
|
|
|
$this->startDeathAnimation();
|
|
|
|
$this->getNetworkSession()->onServerDeath($ev->getDeathScreenMessage());
|
|
}
|
|
|
|
protected function onDeathUpdate(int $tickDiff) : bool{
|
|
parent::onDeathUpdate($tickDiff);
|
|
return false; //never flag players for despawn
|
|
}
|
|
|
|
public function respawn() : void{
|
|
if($this->server->isHardcore()){
|
|
if($this->kick(KnownTranslationFactory::pocketmine_disconnect_ban(KnownTranslationFactory::pocketmine_disconnect_ban_hardcore()))){ //this allows plugins to prevent the ban by cancelling PlayerKickEvent
|
|
$this->server->getNameBans()->addBan($this->getName(), "Died in hardcore mode");
|
|
}
|
|
return;
|
|
}
|
|
|
|
$this->actuallyRespawn();
|
|
}
|
|
|
|
protected function actuallyRespawn() : void{
|
|
if($this->respawnLocked){
|
|
return;
|
|
}
|
|
$this->respawnLocked = true;
|
|
|
|
$this->logger->debug("Waiting for safe respawn position to be located");
|
|
$spawn = $this->getSpawn();
|
|
$spawn->getWorld()->requestSafeSpawn($spawn)->onCompletion(
|
|
function(Position $safeSpawn) : void{
|
|
if(!$this->isConnected()){
|
|
return;
|
|
}
|
|
$this->logger->debug("Respawn position located, completing respawn");
|
|
$ev = new PlayerRespawnEvent($this, $safeSpawn);
|
|
$ev->call();
|
|
|
|
$realSpawn = Position::fromObject($ev->getRespawnPosition()->add(0.5, 0, 0.5), $ev->getRespawnPosition()->getWorld());
|
|
$this->teleport($realSpawn);
|
|
|
|
$this->setSprinting(false);
|
|
$this->setSneaking(false);
|
|
$this->setFlying(false);
|
|
|
|
$this->extinguish();
|
|
$this->setAirSupplyTicks($this->getMaxAirSupplyTicks());
|
|
$this->deadTicks = 0;
|
|
$this->noDamageTicks = 60;
|
|
|
|
$this->effectManager->clear();
|
|
$this->setHealth($this->getMaxHealth());
|
|
|
|
foreach($this->attributeMap->getAll() as $attr){
|
|
if($attr->getId() === Attribute::EXPERIENCE || $attr->getId() === Attribute::EXPERIENCE_LEVEL){ //we have already reset both of those if needed when the player died
|
|
continue;
|
|
}
|
|
$attr->resetToDefault();
|
|
}
|
|
|
|
$this->spawnToAll();
|
|
$this->scheduleUpdate();
|
|
|
|
$this->getNetworkSession()->onServerRespawn();
|
|
$this->respawnLocked = false;
|
|
},
|
|
function() : void{
|
|
if($this->isConnected()){
|
|
$this->getNetworkSession()->disconnectWithError(KnownTranslationFactory::pocketmine_disconnect_error_respawn());
|
|
}
|
|
}
|
|
);
|
|
}
|
|
|
|
protected function applyPostDamageEffects(EntityDamageEvent $source) : void{
|
|
parent::applyPostDamageEffects($source);
|
|
|
|
$this->hungerManager->exhaust(0.1, PlayerExhaustEvent::CAUSE_DAMAGE);
|
|
}
|
|
|
|
public function attack(EntityDamageEvent $source) : void{
|
|
if(!$this->isAlive()){
|
|
return;
|
|
}
|
|
|
|
if($this->isCreative()
|
|
&& $source->getCause() !== EntityDamageEvent::CAUSE_SUICIDE
|
|
){
|
|
$source->cancel();
|
|
}elseif($this->allowFlight && $source->getCause() === EntityDamageEvent::CAUSE_FALL){
|
|
$source->cancel();
|
|
}
|
|
|
|
parent::attack($source);
|
|
}
|
|
|
|
protected function syncNetworkData(EntityMetadataCollection $properties) : void{
|
|
parent::syncNetworkData($properties);
|
|
|
|
$properties->setGenericFlag(EntityMetadataFlags::ACTION, $this->startAction > -1);
|
|
$properties->setGenericFlag(EntityMetadataFlags::HAS_COLLISION, $this->hasBlockCollision());
|
|
|
|
$properties->setPlayerFlag(PlayerMetadataFlags::SLEEP, $this->sleeping !== null);
|
|
$properties->setBlockPos(EntityMetadataProperties::PLAYER_BED_POSITION, $this->sleeping !== null ? BlockPosition::fromVector3($this->sleeping) : new BlockPosition(0, 0, 0));
|
|
|
|
if($this->deathPosition !== null && $this->deathPosition->world === $this->location->world){
|
|
$properties->setBlockPos(EntityMetadataProperties::PLAYER_DEATH_POSITION, BlockPosition::fromVector3($this->deathPosition));
|
|
//TODO: this should be updated when dimensions are implemented
|
|
$properties->setInt(EntityMetadataProperties::PLAYER_DEATH_DIMENSION, DimensionIds::OVERWORLD);
|
|
$properties->setByte(EntityMetadataProperties::PLAYER_HAS_DIED, 1);
|
|
}else{
|
|
$properties->setBlockPos(EntityMetadataProperties::PLAYER_DEATH_POSITION, new BlockPosition(0, 0, 0));
|
|
$properties->setInt(EntityMetadataProperties::PLAYER_DEATH_DIMENSION, DimensionIds::OVERWORLD);
|
|
$properties->setByte(EntityMetadataProperties::PLAYER_HAS_DIED, 0);
|
|
}
|
|
}
|
|
|
|
public function sendData(?array $targets, ?array $data = null) : void{
|
|
if($targets === null){
|
|
$targets = $this->getViewers();
|
|
$targets[] = $this;
|
|
}
|
|
parent::sendData($targets, $data);
|
|
}
|
|
|
|
public function broadcastAnimation(Animation $animation, ?array $targets = null) : void{
|
|
if($this->spawned && $targets === null){
|
|
$targets = $this->getViewers();
|
|
$targets[] = $this;
|
|
}
|
|
parent::broadcastAnimation($animation, $targets);
|
|
}
|
|
|
|
public function broadcastSound(Sound $sound, ?array $targets = null) : void{
|
|
if($this->spawned && $targets === null){
|
|
$targets = $this->getViewers();
|
|
$targets[] = $this;
|
|
}
|
|
parent::broadcastSound($sound, $targets);
|
|
}
|
|
|
|
/**
|
|
* TODO: remove this
|
|
*/
|
|
protected function sendPosition(Vector3 $pos, ?float $yaw = null, ?float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL) : void{
|
|
$this->getNetworkSession()->syncMovement($pos, $yaw, $pitch, $mode);
|
|
|
|
$this->ySize = 0;
|
|
}
|
|
|
|
public function teleport(Vector3 $pos, ?float $yaw = null, ?float $pitch = null) : bool{
|
|
if(parent::teleport($pos, $yaw, $pitch)){
|
|
|
|
$this->removeCurrentWindow();
|
|
$this->stopSleep();
|
|
|
|
$this->sendPosition($this->location, $this->location->yaw, $this->location->pitch, MovePlayerPacket::MODE_TELEPORT);
|
|
$this->broadcastMovement(true);
|
|
|
|
$this->spawnToAll();
|
|
|
|
$this->resetFallDistance();
|
|
$this->nextChunkOrderRun = 0;
|
|
if($this->spawnChunkLoadCount !== -1){
|
|
$this->spawnChunkLoadCount = 0;
|
|
}
|
|
$this->blockBreakHandler = null;
|
|
|
|
//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() : void{
|
|
$this->cursorInventory = new PlayerCursorInventory($this);
|
|
$this->craftingGrid = new PlayerCraftingInventory($this);
|
|
|
|
$this->addPermanentInventories($this->inventory, $this->armorInventory, $this->cursorInventory, $this->offHandInventory, $this->craftingGrid);
|
|
|
|
//TODO: more windows
|
|
}
|
|
|
|
public function getCursorInventory() : PlayerCursorInventory{
|
|
return $this->cursorInventory;
|
|
}
|
|
|
|
public function getCraftingGrid() : CraftingGrid{
|
|
return $this->craftingGrid;
|
|
}
|
|
|
|
/**
|
|
* Returns the creative inventory shown to the player.
|
|
* Unless changed by a plugin, this is usually the same for all players.
|
|
*/
|
|
public function getCreativeInventory() : CreativeInventory{
|
|
return $this->creativeInventory;
|
|
}
|
|
|
|
/**
|
|
* To set a custom creative inventory, you need to make a clone of a CreativeInventory instance.
|
|
*/
|
|
public function setCreativeInventory(CreativeInventory $inventory) : void{
|
|
$this->creativeInventory = $inventory;
|
|
if($this->spawned && $this->isConnected()){
|
|
$this->getNetworkSession()->getInvManager()?->syncCreative();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @internal Called to clean up crafting grid and cursor inventory when it is detected that the player closed their
|
|
* inventory.
|
|
*/
|
|
private function doCloseInventory() : void{
|
|
$inventories = [$this->craftingGrid, $this->cursorInventory];
|
|
if($this->currentWindow instanceof TemporaryInventory){
|
|
$inventories[] = $this->currentWindow;
|
|
}
|
|
|
|
$builder = new TransactionBuilder();
|
|
foreach($inventories as $inventory){
|
|
$contents = $inventory->getContents();
|
|
|
|
if(count($contents) > 0){
|
|
$drops = $builder->getInventory($this->inventory)->addItem(...$contents);
|
|
foreach($drops as $drop){
|
|
$builder->addAction(new DropItemAction($drop));
|
|
}
|
|
|
|
$builder->getInventory($inventory)->clearAll();
|
|
}
|
|
}
|
|
|
|
$actions = $builder->generateActions();
|
|
if(count($actions) !== 0){
|
|
$transaction = new InventoryTransaction($this, $actions);
|
|
try{
|
|
$transaction->execute();
|
|
$this->logger->debug("Successfully evacuated items from temporary inventories");
|
|
}catch(TransactionCancelledException){
|
|
$this->logger->debug("Plugin cancelled transaction evacuating items from temporary inventories; items will be destroyed");
|
|
foreach($inventories as $inventory){
|
|
$inventory->clearAll();
|
|
}
|
|
}catch(TransactionValidationException $e){
|
|
throw new AssumptionFailedError("This server-generated transaction should never be invalid", 0, $e);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the inventory the player is currently viewing. This might be a chest, furnace, or any other container.
|
|
*/
|
|
public function getCurrentWindow() : ?Inventory{
|
|
return $this->currentWindow;
|
|
}
|
|
|
|
/**
|
|
* Opens an inventory window to the player. Returns if it was successful.
|
|
*/
|
|
public function setCurrentWindow(Inventory $inventory) : bool{
|
|
if($inventory === $this->currentWindow){
|
|
return true;
|
|
}
|
|
$ev = new InventoryOpenEvent($inventory, $this);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
$this->removeCurrentWindow();
|
|
|
|
if(($inventoryManager = $this->getNetworkSession()->getInvManager()) === null){
|
|
throw new \InvalidArgumentException("Player cannot open inventories in this state");
|
|
}
|
|
$this->logger->debug("Opening inventory " . get_class($inventory) . "#" . spl_object_id($inventory));
|
|
$inventoryManager->onCurrentWindowChange($inventory);
|
|
$inventory->onOpen($this);
|
|
$this->currentWindow = $inventory;
|
|
return true;
|
|
}
|
|
|
|
public function removeCurrentWindow() : void{
|
|
$this->doCloseInventory();
|
|
if($this->currentWindow !== null){
|
|
$currentWindow = $this->currentWindow;
|
|
$this->logger->debug("Closing inventory " . get_class($this->currentWindow) . "#" . spl_object_id($this->currentWindow));
|
|
$this->currentWindow->onClose($this);
|
|
if(($inventoryManager = $this->getNetworkSession()->getInvManager()) !== null){
|
|
$inventoryManager->onCurrentWindowRemove();
|
|
}
|
|
$this->currentWindow = null;
|
|
(new InventoryCloseEvent($currentWindow, $this))->call();
|
|
}
|
|
}
|
|
|
|
protected function addPermanentInventories(Inventory ...$inventories) : void{
|
|
foreach($inventories as $inventory){
|
|
$inventory->onOpen($this);
|
|
$this->permanentWindows[spl_object_id($inventory)] = $inventory;
|
|
}
|
|
}
|
|
|
|
protected function removePermanentInventories() : void{
|
|
foreach($this->permanentWindows as $inventory){
|
|
$inventory->onClose($this);
|
|
}
|
|
$this->permanentWindows = [];
|
|
}
|
|
|
|
/**
|
|
* Opens the player's sign editor GUI for the sign at the given position.
|
|
* TODO: add support for editing the rear side of the sign (not currently supported due to technical limitations)
|
|
*/
|
|
public function openSignEditor(Vector3 $position) : void{
|
|
$block = $this->getWorld()->getBlock($position);
|
|
if($block instanceof BaseSign){
|
|
$this->getWorld()->setBlock($position, $block->setEditorEntityRuntimeId($this->getId()));
|
|
$this->getNetworkSession()->onOpenSignEditor($position, true);
|
|
}else{
|
|
throw new \InvalidArgumentException("Block at this position is not a sign");
|
|
}
|
|
}
|
|
|
|
use ChunkListenerNoOpTrait {
|
|
onChunkChanged as private;
|
|
onChunkUnloaded as private;
|
|
}
|
|
|
|
public function onChunkChanged(int $chunkX, int $chunkZ, Chunk $chunk) : void{
|
|
$status = $this->usedChunks[$hash = World::chunkHash($chunkX, $chunkZ)] ?? null;
|
|
if($status === UsedChunkStatus::SENT){
|
|
$this->usedChunks[$hash] = UsedChunkStatus::NEEDED;
|
|
$this->nextChunkOrderRun = 0;
|
|
}
|
|
}
|
|
|
|
public function onChunkUnloaded(int $chunkX, int $chunkZ, Chunk $chunk) : void{
|
|
if($this->isUsingChunk($chunkX, $chunkZ)){
|
|
$this->logger->debug("Detected forced unload of chunk " . $chunkX . " " . $chunkZ);
|
|
$this->unloadChunk($chunkX, $chunkZ);
|
|
}
|
|
}
|
|
}
|