mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-05-31 01:13:33 +00:00
2344 lines
68 KiB
PHP
2344 lines
68 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 pocketmine\block\Bed;
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use pocketmine\block\BlockLegacyIds;
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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\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\effect\VanillaEffects;
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use pocketmine\entity\Entity;
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use pocketmine\entity\EntityDataHelper;
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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\PlayerCommandPreprocessEvent;
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use pocketmine\event\player\PlayerDeathEvent;
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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\PlayerLoginEvent;
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use pocketmine\event\player\PlayerMoveEvent;
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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\PlayerToggleSneakEvent;
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use pocketmine\event\player\PlayerToggleSprintEvent;
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use pocketmine\event\player\PlayerTransferEvent;
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use pocketmine\form\Form;
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use pocketmine\form\FormValidationException;
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use pocketmine\inventory\Inventory;
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use pocketmine\inventory\PlayerCursorInventory;
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use pocketmine\item\ConsumableItem;
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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\Language;
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use pocketmine\lang\TranslationContainer;
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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\DoubleTag;
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use pocketmine\nbt\tag\IntTag;
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use pocketmine\nbt\tag\ListTag;
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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\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\PermissibleBase;
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use pocketmine\permission\PermissibleDelegateTrait;
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use pocketmine\permission\PermissionManager;
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use pocketmine\Server;
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use pocketmine\timings\Timings;
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use pocketmine\utils\TextFormat;
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use pocketmine\uuid\UUID;
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use pocketmine\world\ChunkListener;
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use pocketmine\world\ChunkListenerNoOpTrait;
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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\World;
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use function abs;
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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 is_int;
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use function max;
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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 round;
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use function spl_object_id;
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use function sqrt;
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use function strlen;
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use function strpos;
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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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recalculatePermissions as private delegateRecalculatePermissions;
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}
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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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/**
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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" and $lname !== "console" and $len >= 1 and $len <= 16 and preg_match("/[^A-Za-z0-9_ ]/", $name) === 0;
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}
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/** @var NetworkSession|null */
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protected $networkSession;
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/** @var bool */
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public $spawned = false;
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/** @var string */
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protected $username;
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/** @var string */
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protected $displayName;
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/** @var string */
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protected $xuid = "";
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/** @var bool */
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protected $authenticated;
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/** @var PlayerInfo */
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protected $playerInfo;
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/** @var Inventory|null */
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protected $currentWindow = null;
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/** @var Inventory[] */
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protected $permanentWindows = [];
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/** @var PlayerCursorInventory */
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protected $cursorInventory;
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/** @var CraftingGrid */
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protected $craftingGrid;
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/** @var int */
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protected $messageCounter = 2;
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/** @var bool */
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protected $removeFormat = true;
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/** @var int */
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protected $firstPlayed;
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/** @var int */
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protected $lastPlayed;
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/** @var GameMode */
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protected $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 $usedChunks = [];
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/** @var bool[] chunkHash => dummy */
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protected $loadQueue = [];
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/** @var int */
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protected $nextChunkOrderRun = 5;
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/** @var int */
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protected $viewDistance = -1;
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/** @var int */
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protected $spawnThreshold;
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/** @var int */
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protected $spawnChunkLoadCount = 0;
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/** @var int */
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protected $chunksPerTick;
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/** @var ChunkSelector */
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protected $chunkSelector;
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/** @var TickingChunkLoader */
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protected $chunkLoader;
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/** @var bool[] map: raw UUID (string) => bool */
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protected $hiddenPlayers = [];
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/** @var float */
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protected $moveRateLimit = 10 * self::MOVES_PER_TICK;
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/** @var float|null */
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protected $lastMovementProcess = null;
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/** @var Vector3|null */
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protected $forceMoveSync = null;
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/** @var int */
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protected $inAirTicks = 0;
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/** @var float */
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protected $stepHeight = 0.6;
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/** @var Vector3|null */
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protected $sleeping = null;
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/** @var Position|null */
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private $spawnPosition = null;
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//TODO: Abilities
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/** @var bool */
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protected $autoJump = true;
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/** @var bool */
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protected $allowFlight = false;
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/** @var bool */
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protected $flying = false;
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/** @var int|null */
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protected $lineHeight = null;
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/** @var string */
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protected $locale = "en_US";
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/** @var int */
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protected $startAction = -1;
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/** @var int[] ID => ticks map */
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protected $usedItemsCooldown = [];
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/** @var int */
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protected $formIdCounter = 0;
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/** @var Form[] */
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protected $forms = [];
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/** @var \Logger */
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protected $logger;
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/** @var SurvivalBlockBreakHandler|null */
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protected $blockBreakHandler = null;
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public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, ?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 = $this->playerInfo->getXuid();
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$this->perm = new PermissibleBase($this);
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$this->chunksPerTick = (int) $this->server->getConfigGroup()->getProperty("chunk-sending.per-tick", 4);
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$this->spawnThreshold = (int) (($this->server->getConfigGroup()->getProperty("chunk-sending.spawn-radius", 4) ** 2) * M_PI);
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$this->chunkSelector = new ChunkSelector();
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if($namedtag !== null and ($world = $this->server->getWorldManager()->getWorldByName($namedtag->getString("Level", ""))) !== null){
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$spawn = EntityDataHelper::parseLocation($namedtag, $world);
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$onGround = $namedtag->getByte("OnGround", 1) === 1;
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}else{
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$world = $this->server->getWorldManager()->getDefaultWorld();
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$spawn = Location::fromObject($world->getSafeSpawn(), $world);
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$onGround = true;
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}
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$this->chunkLoader = new TickingChunkLoader($spawn);
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//load the spawn chunk so we can see the terrain
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$world->registerChunkLoader($this->chunkLoader, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4, true);
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$world->registerChunkListener($this, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4);
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$this->usedChunks[World::chunkHash($spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4)] = UsedChunkStatus::NEEDED();
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parent::__construct($spawn, $this->playerInfo->getSkin(), $namedtag);
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$this->onGround = $onGround; //TODO: this hack is needed for new players in-air ticks - they don't get detected as on-ground until they move
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$ev = new PlayerLoginEvent($this, "Plugin reason");
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$ev->call();
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if($ev->isCancelled() or !$this->isConnected()){
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$this->disconnect($ev->getKickMessage());
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return;
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}
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$this->server->getLogger()->info($this->getServer()->getLanguage()->translateString("pocketmine.player.logIn", [
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TextFormat::AQUA . $this->username . TextFormat::WHITE,
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$this->networkSession->getIp(),
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$this->networkSession->getPort(),
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$this->id,
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$this->getWorld()->getDisplayName(),
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round($this->location->x, 4),
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round($this->location->y, 4),
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round($this->location->z, 4)
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]));
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$this->server->addOnlinePlayer($this);
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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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protected function initEntity(CompoundTag $nbt) : void{
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parent::initEntity($nbt);
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$this->addDefaultWindows();
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$this->firstPlayed = $nbt->getLong("firstPlayed", $now = (int) (microtime(true) * 1000));
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$this->lastPlayed = $nbt->getLong("lastPlayed", $now);
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if(!$this->server->getForceGamemode() and ($gameModeTag = $nbt->getTag("playerGameType")) instanceof IntTag){
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$this->internalSetGameMode(GameMode::fromMagicNumber($gameModeTag->getValue() & 0x03)); //TODO: bad hack here to avoid crashes on corrupted data
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}else{
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$this->internalSetGameMode($this->server->getGamemode());
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}
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$this->keepMovement = true;
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if($this->isOp()){
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$this->setRemoveFormat(false);
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}
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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("SpawnLevel", ""))) instanceof World){
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$this->spawnPosition = new Position($nbt->getInt("SpawnX"), $nbt->getInt("SpawnY"), $nbt->getInt("SpawnZ"), $world);
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}
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}
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/**
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* @return TranslationContainer|string
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*/
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public function getLeaveMessage(){
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if($this->spawned){
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return new TranslationContainer(TextFormat::YELLOW . "%multiplayer.player.left", [
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$this->getDisplayName()
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]);
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}
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return "";
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}
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public function isBanned() : bool{
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return $this->server->getNameBans()->isBanned($this->username);
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}
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public function setBanned(bool $banned) : void{
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if($banned){
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$this->server->getNameBans()->addBan($this->getName(), null, null, null);
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$this->kick("You have been banned");
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}else{
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$this->server->getNameBans()->remove($this->getName());
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}
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}
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public function isWhitelisted() : bool{
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return $this->server->isWhitelisted($this->username);
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}
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public function setWhitelisted(bool $value) : void{
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if($value){
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$this->server->addWhitelist($this->username);
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}else{
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$this->server->removeWhitelist($this->username);
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}
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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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* 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 preferred over their Xbox user ID (XUID) because UUID is a standard
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* format which will never change, and all players will have one regardless of whether they are logged into Xbox
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* Live.
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*
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* The UUID is comprised of:
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* - when logged into XBL: a hash of their XUID (and as such will not change for the lifetime of the XBL account)
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* - when NOT logged into XBL: a hash of their name + clientID + secret device ID.
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*
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* WARNING: UUIDs of players **not logged into Xbox Live** CAN BE FAKED and SHOULD NOT be trusted!
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*
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* (In the olden days this method used to return a fake UUID computed by the server, which was used by plugins such
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* as SimpleAuth for authentication. This is NOT SAFE anymore as this UUID is now what was given by the client, NOT
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* a server-computed UUID.)
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*/
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public function getUniqueId() : UUID{
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return parent::getUniqueId();
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}
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/**
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* TODO: not sure this should be nullable
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*/
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public function getFirstPlayed() : ?int{
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return $this->firstPlayed;
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}
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/**
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* TODO: not sure this should be nullable
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*/
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public function getLastPlayed() : ?int{
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return $this->lastPlayed;
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}
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public function hasPlayedBefore() : bool{
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return $this->lastPlayed - $this->firstPlayed > 1; // microtime(true) - microtime(true) may have less than one millisecond difference
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}
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public function setAllowFlight(bool $value) : void{
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$this->allowFlight = $value;
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$this->networkSession->syncAdventureSettings($this);
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}
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public function getAllowFlight() : bool{
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return $this->allowFlight;
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}
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public function setFlying(bool $value) : void{
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if($this->flying !== $value){
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$this->flying = $value;
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$this->resetFallDistance();
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$this->networkSession->syncAdventureSettings($this);
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}
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}
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public function isFlying() : bool{
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return $this->flying;
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}
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public function setAutoJump(bool $value) : void{
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$this->autoJump = $value;
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$this->networkSession->syncAdventureSettings($this);
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}
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public function hasAutoJump() : bool{
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return $this->autoJump;
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}
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public function spawnTo(Player $player) : void{
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if($this->isAlive() and $player->isAlive() and $player->getWorld() === $this->getWorld() and $player->canSee($this) and !$this->isSpectator()){
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parent::spawnTo($player);
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}
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}
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public function getServer() : Server{
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return $this->server;
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}
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public function getRemoveFormat() : bool{
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return $this->removeFormat;
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}
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public function setRemoveFormat(bool $remove = true) : void{
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$this->removeFormat = $remove;
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}
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public function getScreenLineHeight() : int{
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return $this->lineHeight ?? 7;
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}
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|
|
public function setScreenLineHeight(?int $height) : void{
|
|
if($height !== null and $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()->toBinary()]);
|
|
}
|
|
|
|
public function hidePlayer(Player $player) : void{
|
|
if($player === $this){
|
|
return;
|
|
}
|
|
$this->hiddenPlayers[$player->getUniqueId()->toBinary()] = true;
|
|
$player->despawnFrom($this);
|
|
}
|
|
|
|
public function showPlayer(Player $player) : void{
|
|
if($player === $this){
|
|
return;
|
|
}
|
|
unset($this->hiddenPlayers[$player->getUniqueId()->toBinary()]);
|
|
if($player->isOnline()){
|
|
$player->spawnTo($this);
|
|
}
|
|
}
|
|
|
|
public function canCollideWith(Entity $entity) : bool{
|
|
return false;
|
|
}
|
|
|
|
public function canBeCollidedWith() : bool{
|
|
return !$this->isSpectator() and parent::canBeCollidedWith();
|
|
}
|
|
|
|
public function resetFallDistance() : void{
|
|
parent::resetFallDistance();
|
|
$this->inAirTicks = 0;
|
|
}
|
|
|
|
public function getViewDistance() : int{
|
|
return $this->viewDistance;
|
|
}
|
|
|
|
public function setViewDistance(int $distance) : void{
|
|
$this->viewDistance = $this->server->getAllowedViewDistance($distance);
|
|
|
|
$this->spawnThreshold = (int) (min($this->viewDistance, $this->server->getConfigGroup()->getProperty("chunk-sending.spawn-radius", 4)) ** 2 * M_PI);
|
|
|
|
$this->nextChunkOrderRun = 0;
|
|
|
|
$this->networkSession->syncViewAreaRadius($this->viewDistance);
|
|
|
|
$this->logger->debug("Setting view distance to " . $this->viewDistance . " (requested " . $distance . ")");
|
|
}
|
|
|
|
public function isOnline() : bool{
|
|
return $this->isConnected();
|
|
}
|
|
|
|
public function isOp() : bool{
|
|
return $this->server->isOp($this->getName());
|
|
}
|
|
|
|
public function setOp(bool $value) : void{
|
|
if($value === $this->isOp()){
|
|
return;
|
|
}
|
|
|
|
if($value){
|
|
$this->server->addOp($this->getName());
|
|
}else{
|
|
$this->server->removeOp($this->getName());
|
|
}
|
|
|
|
$this->networkSession->syncAdventureSettings($this);
|
|
}
|
|
|
|
public function recalculatePermissions() : void{
|
|
$permManager = PermissionManager::getInstance();
|
|
$permManager->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_USERS, $this);
|
|
$permManager->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
|
|
|
|
if($this->perm === null){
|
|
return;
|
|
}
|
|
|
|
$this->delegateRecalculatePermissions();
|
|
|
|
if($this->spawned){
|
|
if($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)){
|
|
$permManager->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this);
|
|
}
|
|
if($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)){
|
|
$permManager->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
|
|
}
|
|
|
|
$this->networkSession->syncAvailableCommands();
|
|
}
|
|
}
|
|
|
|
public function isConnected() : bool{
|
|
return $this->networkSession !== null and $this->networkSession->isConnected();
|
|
}
|
|
|
|
public function getNetworkSession() : NetworkSession{
|
|
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{
|
|
$this->displayName = $name;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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 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->getId()]);
|
|
}
|
|
|
|
/**
|
|
* 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->getId()] = $this->server->getTick() + $ticks;
|
|
}
|
|
}
|
|
|
|
protected function checkItemCooldowns() : void{
|
|
$serverTick = $this->server->getTick();
|
|
foreach($this->usedItemsCooldown as $itemId => $cooldownUntil){
|
|
if($cooldownUntil <= $serverTick){
|
|
unset($this->usedItemsCooldown[$itemId]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function switchWorld(World $targetWorld) : bool{
|
|
$oldWorld = $this->location->isValid() ? $this->location->getWorld() : null;
|
|
if(parent::switchWorld($targetWorld)){
|
|
if($oldWorld !== null){
|
|
foreach($this->usedChunks as $index => $status){
|
|
World::getXZ($index, $X, $Z);
|
|
$this->unloadChunk($X, $Z, $oldWorld);
|
|
}
|
|
}
|
|
|
|
$this->usedChunks = [];
|
|
$this->loadQueue = [];
|
|
$this->networkSession->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->getChunk($x, $z)->getEntities() as $entity){
|
|
if($entity !== $this){
|
|
$entity->despawnFrom($this);
|
|
}
|
|
}
|
|
$this->networkSession->stopUsingChunk($x, $z);
|
|
unset($this->usedChunks[$index]);
|
|
}
|
|
$world->unregisterChunkLoader($this->chunkLoader, $x, $z);
|
|
$world->unregisterChunkListener($this, $x, $z);
|
|
unset($this->loadQueue[$index]);
|
|
}
|
|
|
|
protected function spawnEntitiesOnChunk(int $chunkX, int $chunkZ) : void{
|
|
foreach($this->getWorld()->getChunk($chunkX, $chunkZ)->getEntities() as $entity){
|
|
if($entity !== $this and !$entity->isFlaggedForDespawn()){
|
|
$entity->spawnTo($this);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function requestChunks() : void{
|
|
if(!$this->isConnected()){
|
|
return;
|
|
}
|
|
|
|
Timings::$playerChunkSendTimer->startTiming();
|
|
|
|
$count = 0;
|
|
foreach($this->loadQueue as $index => $distance){
|
|
if($count >= $this->chunksPerTick){
|
|
break;
|
|
}
|
|
|
|
$X = null;
|
|
$Z = null;
|
|
World::getXZ($index, $X, $Z);
|
|
assert(is_int($X) and is_int($Z));
|
|
|
|
++$count;
|
|
|
|
$this->usedChunks[$index] = UsedChunkStatus::NEEDED();
|
|
$this->getWorld()->registerChunkLoader($this->chunkLoader, $X, $Z, true);
|
|
$this->getWorld()->registerChunkListener($this, $X, $Z);
|
|
|
|
if(!$this->getWorld()->populateChunk($X, $Z)){
|
|
continue;
|
|
}
|
|
|
|
unset($this->loadQueue[$index]);
|
|
$this->usedChunks[$index] = UsedChunkStatus::REQUESTED();
|
|
|
|
$this->networkSession->startUsingChunk($X, $Z, function(int $chunkX, int $chunkZ) use ($index) : void{
|
|
$this->usedChunks[$index] = UsedChunkStatus::SENT();
|
|
if($this->spawnChunkLoadCount === -1){
|
|
$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
|
|
}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
|
|
$this->spawnChunkLoadCount = -1;
|
|
|
|
foreach($this->usedChunks as $chunkHash => $status){
|
|
if($status->equals(UsedChunkStatus::SENT())){
|
|
World::getXZ($chunkHash, $_x, $_z);
|
|
$this->spawnEntitiesOnChunk($_x, $_z);
|
|
}
|
|
}
|
|
|
|
$this->networkSession->onTerrainReady();
|
|
}
|
|
});
|
|
}
|
|
|
|
Timings::$playerChunkSendTimer->stopTiming();
|
|
}
|
|
|
|
public function doFirstSpawn() : void{
|
|
if($this->spawned){
|
|
return;
|
|
}
|
|
$this->spawned = true;
|
|
if($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)){
|
|
PermissionManager::getInstance()->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this);
|
|
}
|
|
if($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)){
|
|
PermissionManager::getInstance()->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
|
|
}
|
|
|
|
$ev = new PlayerJoinEvent($this,
|
|
new TranslationContainer(TextFormat::YELLOW . "%multiplayer.player.joined", [
|
|
$this->getDisplayName()
|
|
])
|
|
);
|
|
$ev->call();
|
|
if(strlen(trim((string) $ev->getJoinMessage())) > 0){
|
|
$this->server->broadcastMessage($ev->getJoinMessage());
|
|
}
|
|
|
|
$this->noDamageTicks = 60;
|
|
|
|
$this->spawnToAll();
|
|
|
|
if($this->server->getUpdater()->hasUpdate() and $this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE) and $this->server->getConfigGroup()->getProperty("auto-updater.on-update.warn-ops", true)){
|
|
$this->server->getUpdater()->showPlayerUpdate($this);
|
|
}
|
|
|
|
if($this->getHealth() <= 0){
|
|
$this->respawn();
|
|
}
|
|
}
|
|
|
|
protected function orderChunks() : void{
|
|
if(!$this->isConnected() or $this->viewDistance === -1){
|
|
return;
|
|
}
|
|
|
|
Timings::$playerChunkOrderTimer->startTiming();
|
|
|
|
$newOrder = [];
|
|
$unloadChunks = $this->usedChunks;
|
|
|
|
foreach($this->chunkSelector->selectChunks(
|
|
$this->server->getAllowedViewDistance($this->viewDistance),
|
|
$this->location->getFloorX() >> 4,
|
|
$this->location->getFloorZ() >> 4
|
|
) as $hash){
|
|
if(!isset($this->usedChunks[$hash]) or $this->usedChunks[$hash]->equals(UsedChunkStatus::NEEDED())){
|
|
$newOrder[$hash] = true;
|
|
}
|
|
unset($unloadChunks[$hash]);
|
|
}
|
|
|
|
foreach($unloadChunks as $index => $status){
|
|
World::getXZ($index, $X, $Z);
|
|
$this->unloadChunk($X, $Z);
|
|
}
|
|
|
|
$this->loadQueue = $newOrder;
|
|
if(count($this->loadQueue) > 0 or count($unloadChunks) > 0){
|
|
$this->chunkLoader->setCurrentLocation($this->location);
|
|
$this->networkSession->syncViewAreaCenterPoint($this->location, $this->viewDistance);
|
|
}
|
|
|
|
Timings::$playerChunkOrderTimer->stopTiming();
|
|
}
|
|
|
|
public function isUsingChunk(int $chunkX, int $chunkZ) : bool{
|
|
return isset($this->usedChunks[World::chunkHash($chunkX, $chunkZ)]);
|
|
}
|
|
|
|
public function hasReceivedChunk(int $chunkX, int $chunkZ) : bool{
|
|
$status = $this->usedChunks[World::chunkHash($chunkX, $chunkZ)] ?? null;
|
|
return $status !== null and $status->equals(UsedChunkStatus::SENT());
|
|
}
|
|
|
|
public function doChunkRequests() : void{
|
|
if($this->nextChunkOrderRun !== PHP_INT_MAX and $this->nextChunkOrderRun-- <= 0){
|
|
$this->nextChunkOrderRun = PHP_INT_MAX;
|
|
$this->orderChunks();
|
|
}
|
|
|
|
if(count($this->loadQueue) > 0){
|
|
$this->requestChunks();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @return Position
|
|
*/
|
|
public function getSpawn(){
|
|
if($this->hasValidCustomSpawn()){
|
|
return $this->spawnPosition;
|
|
}else{
|
|
$world = $this->server->getWorldManager()->getDefaultWorld();
|
|
|
|
return $world->getSafeSpawn();
|
|
}
|
|
}
|
|
|
|
public function hasValidCustomSpawn() : bool{
|
|
return $this->spawnPosition !== null and $this->spawnPosition->isValid();
|
|
}
|
|
|
|
/**
|
|
* Sets the spawnpoint of the player (and the compass direction) to a Vector3, or set it on another world with a
|
|
* Position object
|
|
*
|
|
* @param Vector3|Position|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;
|
|
}
|
|
$this->networkSession->syncPlayerSpawnPoint($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;
|
|
|
|
$this->setSpawn($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->getWorld()->setSleepTicks(0);
|
|
|
|
$this->networkSession->sendDataPacket(AnimatePacket::create($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->isCreative();
|
|
$this->hungerManager->setEnabled($this->isSurvival());
|
|
|
|
if($this->isSpectator()){
|
|
$this->setFlying(true);
|
|
$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->checkGroundState(0, 0, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the gamemode, and if needed, kicks the Player.
|
|
*/
|
|
public function setGamemode(GameMode $gm) : bool{
|
|
if($this->gamemode->equals($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();
|
|
}
|
|
|
|
$this->networkSession->syncGameMode($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 $this->gamemode->equals(GameMode::SURVIVAL()) or (!$literal and $this->gamemode->equals(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 $this->gamemode->equals(GameMode::CREATIVE()) or (!$literal and $this->gamemode->equals(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 $this->gamemode->equals(GameMode::ADVENTURE()) or (!$literal and $this->gamemode->equals(GameMode::SPECTATOR()));
|
|
}
|
|
|
|
public function isSpectator() : bool{
|
|
return $this->gamemode->equals(GameMode::SPECTATOR());
|
|
}
|
|
|
|
/**
|
|
* TODO: make this a dynamic ability instead of being hardcoded
|
|
*/
|
|
public function hasFiniteResources() : bool{
|
|
return $this->gamemode->equals(GameMode::SURVIVAL()) or $this->gamemode->equals(GameMode::ADVENTURE());
|
|
}
|
|
|
|
public function isFireProof() : bool{
|
|
return $this->isCreative();
|
|
}
|
|
|
|
public function getDrops() : array{
|
|
if($this->hasFiniteResources()){
|
|
return parent::getDrops();
|
|
}
|
|
|
|
return [];
|
|
}
|
|
|
|
public function getXpDropAmount() : int{
|
|
if($this->hasFiniteResources()){
|
|
return parent::getXpDropAmount();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
protected function checkGroundState(float $movX, float $movY, float $movZ, float $dx, float $dy, float $dz) : void{
|
|
if($this->isSpectator()){
|
|
$this->onGround = false;
|
|
}else{
|
|
$bb = clone $this->boundingBox;
|
|
$bb->minY = $this->location->y - 0.2;
|
|
$bb->maxY = $this->location->y + 0.2;
|
|
|
|
$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() or $entity->isFlaggedForDespawn()){
|
|
continue;
|
|
}
|
|
|
|
$entity->onCollideWithPlayer($this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the coordinates the player will move to next. This is processed at the end of each tick. 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.
|
|
*
|
|
* @return bool if the
|
|
*/
|
|
public function updateNextPosition(Vector3 $newPos) : bool{
|
|
//TODO: teleport acks are a network specific thing and shouldn't be here
|
|
|
|
$newPos = $newPos->asVector3();
|
|
if($this->forceMoveSync !== null and $newPos->distanceSquared($this->forceMoveSync) > 1){ //Tolerate up to 1 block to avoid problems with client-sided physics when spawning in blocks
|
|
$this->sendPosition($this->location, null, null, MovePlayerPacket::MODE_RESET);
|
|
$this->logger->debug("Got outdated pre-teleport movement, received " . $newPos . ", expected " . $this->location->asVector3());
|
|
//Still getting movements from before teleport, ignore them
|
|
return false;
|
|
}
|
|
|
|
// Once we get a movement within a reasonable distance, treat it as a teleport ACK and remove position lock
|
|
$this->forceMoveSync = null;
|
|
|
|
$this->handleMovement($newPos);
|
|
return true;
|
|
}
|
|
|
|
public function getInAirTicks() : int{
|
|
return $this->inAirTicks;
|
|
}
|
|
|
|
protected function handleMovement(Vector3 $newPos) : void{
|
|
$this->moveRateLimit--;
|
|
if($this->moveRateLimit < 0){
|
|
return;
|
|
}
|
|
|
|
$oldPos = $this->getLocation();
|
|
$distanceSquared = $newPos->distanceSquared($oldPos);
|
|
|
|
$revert = false;
|
|
|
|
if($distanceSquared > 100){
|
|
//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, reverting movement");
|
|
$this->logger->debug("Old position: " . $this->location->asVector3() . ", new position: " . $newPos);
|
|
$revert = true;
|
|
}elseif(!$this->getWorld()->isInLoadedTerrain($newPos) or !$this->getWorld()->isChunkGenerated($newPos->getFloorX() >> 4, $newPos->getFloorZ() >> 4)){
|
|
$revert = true;
|
|
$this->nextChunkOrderRun = 0;
|
|
}
|
|
|
|
if(!$revert and $distanceSquared != 0){
|
|
$dx = $newPos->x - $this->location->x;
|
|
$dy = $newPos->y - $this->location->y;
|
|
$dz = $newPos->z - $this->location->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 or $deltaAngle > 1.0){
|
|
$this->lastLocation = clone $to; //avoid PlayerMoveEvent modifying this
|
|
|
|
$ev = new PlayerMoveEvent($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->broadcastMovement();
|
|
|
|
$distance = sqrt((($from->x - $to->x) ** 2) + (($from->z - $to->z) ** 2));
|
|
//TODO: check swimming (adds 0.015 exhaustion in MCPE)
|
|
if($this->isSprinting()){
|
|
$this->hungerManager->exhaust(0.1 * $distance, PlayerExhaustEvent::CAUSE_SPRINTING);
|
|
}else{
|
|
$this->hungerManager->exhaust(0.01 * $distance, PlayerExhaustEvent::CAUSE_WALKING);
|
|
}
|
|
|
|
if($this->nextChunkOrderRun > 20){
|
|
$this->nextChunkOrderRun = 20;
|
|
}
|
|
}
|
|
|
|
if($exceededRateLimit){ //client and server positions will be out of sync if this happens
|
|
$this->server->getLogger()->debug("Player " . $this->getName() . " 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->lastLocation = $from;
|
|
|
|
$this->setPosition($from);
|
|
$this->sendPosition($from, $from->yaw, $from->pitch, MovePlayerPacket::MODE_RESET);
|
|
}
|
|
|
|
public function fall(float $fallDistance) : void{
|
|
if(!$this->flying){
|
|
parent::fall($fallDistance);
|
|
}
|
|
}
|
|
|
|
public function jump() : void{
|
|
(new PlayerJumpEvent($this))->call();
|
|
parent::jump();
|
|
}
|
|
|
|
public function setMotion(Vector3 $motion) : bool{
|
|
if(parent::setMotion($motion)){
|
|
$this->broadcastMotion();
|
|
|
|
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;
|
|
|
|
//TODO: move this to network session ticking (this is specifically related to net sync)
|
|
$dirtyAttributes = $this->attributeMap->needSend();
|
|
$this->networkSession->syncAttributes($this, $dirtyAttributes);
|
|
foreach($dirtyAttributes as $attribute){
|
|
$attribute->markSynchronized();
|
|
}
|
|
|
|
if(!$this->isAlive() and $this->spawned){
|
|
$this->onDeathUpdate($tickDiff);
|
|
return true;
|
|
}
|
|
|
|
$this->timings->startTiming();
|
|
|
|
if($this->spawned){
|
|
$this->processMostRecentMovements();
|
|
$this->motion = new Vector3(0, 0, 0); //TODO: HACK! (Fixes player knockback being messed up)
|
|
if($this->onGround){
|
|
$this->inAirTicks = 0;
|
|
}else{
|
|
$this->inAirTicks += $tickDiff;
|
|
}
|
|
|
|
Timings::$timerEntityBaseTick->startTiming();
|
|
$this->entityBaseTick($tickDiff);
|
|
Timings::$timerEntityBaseTick->stopTiming();
|
|
|
|
if(!$this->isSpectator() and $this->isAlive()){
|
|
Timings::$playerCheckNearEntitiesTimer->startTiming();
|
|
$this->checkNearEntities();
|
|
Timings::$playerCheckNearEntitiesTimer->stopTiming();
|
|
}
|
|
|
|
if($this->blockBreakHandler !== null and !$this->blockBreakHandler->update()){
|
|
$this->blockBreakHandler = null;
|
|
}
|
|
}
|
|
|
|
$this->timings->stopTiming();
|
|
|
|
return true;
|
|
}
|
|
|
|
public function canBreathe() : bool{
|
|
return $this->isCreative() or 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->doCloseInventory();
|
|
|
|
$message = TextFormat::clean($message, $this->removeFormat);
|
|
foreach(explode("\n", $message) as $messagePart){
|
|
if(trim($messagePart) !== "" and strlen($messagePart) <= 255 and $this->messageCounter-- > 0){
|
|
if(strpos($messagePart, './') === 0){
|
|
$messagePart = substr($messagePart, 1);
|
|
}
|
|
|
|
$ev = new PlayerCommandPreprocessEvent($this, $messagePart);
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled()){
|
|
break;
|
|
}
|
|
|
|
if(strpos($ev->getMessage(), "/") === 0){
|
|
Timings::$playerCommandTimer->startTiming();
|
|
$this->server->dispatchCommand($ev->getPlayer(), substr($ev->getMessage(), 1));
|
|
Timings::$playerCommandTimer->stopTiming();
|
|
}else{
|
|
$ev = new PlayerChatEvent($this, $ev->getMessage());
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->server->broadcastMessage($this->getServer()->getLanguage()->translateString($ev->getFormat(), [$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, false);
|
|
$this->setUsingItem(false);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Activates the item in hand, for example throwing a projectile.
|
|
*
|
|
* @return bool if it did something
|
|
*/
|
|
public function useHeldItem() : bool{
|
|
$directionVector = $this->getDirectionVector();
|
|
$item = $this->inventory->getItemInHand();
|
|
|
|
$ev = new PlayerItemUseEvent($this, $item, $directionVector);
|
|
if($this->hasItemCooldown($item) or $this->isSpectator()){
|
|
$ev->setCancelled();
|
|
}
|
|
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
|
|
$result = $item->onClickAir($this, $directionVector);
|
|
if($result->equals(ItemUseResult::FAIL())){
|
|
return false;
|
|
}
|
|
|
|
$this->resetItemCooldown($item);
|
|
if($this->hasFiniteResources()){
|
|
$this->inventory->setItemInHand($item);
|
|
}
|
|
|
|
$this->setUsingItem($item instanceof Releasable);
|
|
|
|
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){
|
|
$ev = new PlayerItemConsumeEvent($this, $slot);
|
|
if($this->hasItemCooldown($slot)){
|
|
$ev->setCancelled();
|
|
}
|
|
$ev->call();
|
|
|
|
if($ev->isCancelled() or !$this->consumeObject($slot)){
|
|
return false;
|
|
}
|
|
|
|
$this->setUsingItem(false);
|
|
$this->resetItemCooldown($slot);
|
|
|
|
if($this->hasFiniteResources()){
|
|
$slot->pop();
|
|
$this->inventory->setItemInHand($slot);
|
|
$this->inventory->addItem($slot->getResidue());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Releases the held item, for example to fire a bow. This should be preceded by a call to useHeldItem().
|
|
*
|
|
* @return bool if it did something.
|
|
*/
|
|
public function releaseHeldItem() : bool{
|
|
try{
|
|
$item = $this->inventory->getItemInHand();
|
|
if(!$this->isUsingItem() or $this->hasItemCooldown($item)){
|
|
return false;
|
|
}
|
|
|
|
$result = $item->onReleaseUsing($this);
|
|
if($result->equals(ItemUseResult::SUCCESS())){
|
|
$this->resetItemCooldown($item);
|
|
$this->inventory->setItemInHand($item);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}finally{
|
|
$this->setUsingItem(false);
|
|
}
|
|
}
|
|
|
|
public function pickBlock(Vector3 $pos, bool $addTileNBT) : bool{
|
|
$block = $this->getWorld()->getBlock($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 and $this->hasFiniteResources()){
|
|
$ev->setCancelled();
|
|
}
|
|
$ev->call();
|
|
|
|
if(!$ev->isCancelled()){
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
$ev->call();
|
|
if($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->getId() === BlockLegacyIds::FIRE){
|
|
$this->getWorld()->setBlock($block->getPos(), VanillaBlocks::AIR());
|
|
return true;
|
|
}
|
|
|
|
if(!$this->isCreative()){
|
|
$this->blockBreakHandler = SurvivalBlockBreakHandler::createIfNecessary($this, $pos, $target, $face, 16);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public function continueBreakBlock(Vector3 $pos, int $face) : void{
|
|
if($this->blockBreakHandler !== null and $this->blockBreakHandler->getBlockPos()->distanceSquared($pos) < 0.0001){
|
|
//TODO: check the targeted block matches the one we're told to target
|
|
$this->blockBreakHandler->setTargetedFace($face);
|
|
}
|
|
}
|
|
|
|
public function stopBreakBlock(Vector3 $pos) : void{
|
|
if($this->blockBreakHandler !== null and $this->blockBreakHandler->getBlockPos()->distanceSquared($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{
|
|
$this->doCloseInventory();
|
|
|
|
if($this->canInteract($pos->add(0.5, 0.5, 0.5), $this->isCreative() ? 13 : 7)){
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$this->stopBreakBlock($pos);
|
|
$item = $this->inventory->getItemInHand();
|
|
$oldItem = clone $item;
|
|
if($this->getWorld()->useBreakOn($pos, $item, $this, true)){
|
|
if($this->hasFiniteResources() and !$item->equalsExact($oldItem) and $oldItem->equalsExact($this->inventory->getItemInHand())){
|
|
$this->inventory->setItemInHand($item);
|
|
}
|
|
$this->hungerManager->exhaust(0.025, PlayerExhaustEvent::CAUSE_MINING);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
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), 13)){
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$item = $this->inventory->getItemInHand(); //this is a copy of the real item
|
|
$oldItem = clone $item;
|
|
if($this->getWorld()->useItemOn($pos, $item, $face, $clickOffset, $this, true)){
|
|
if($this->hasFiniteResources() and !$item->equalsExact($oldItem) and $oldItem->equalsExact($this->inventory->getItemInHand())){
|
|
$this->inventory->setItemInHand($item);
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
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 or $entity instanceof Arrow){
|
|
$this->kick("Attempting to attack an invalid entity");
|
|
$this->logger->warning($this->getServer()->getLanguage()->translateString("pocketmine.player.invalidEntity", [$this->getName()]));
|
|
return false;
|
|
}
|
|
|
|
$heldItem = $this->inventory->getItemInHand();
|
|
$oldItem = clone $heldItem;
|
|
|
|
$ev = new EntityDamageByEntityEvent($this, $entity, EntityDamageEvent::CAUSE_ENTITY_ATTACK, $heldItem->getAttackPoints());
|
|
if($this->isSpectator() or !$this->canInteract($entity->getLocation(), 8) or ($entity instanceof Player and !$this->server->getConfigGroup()->getConfigBool("pvp"))){
|
|
$ev->setCancelled();
|
|
}
|
|
|
|
$meleeEnchantmentDamage = 0;
|
|
/** @var EnchantmentInstance[] $meleeEnchantments */
|
|
$meleeEnchantments = [];
|
|
foreach($heldItem->getEnchantments() as $enchantment){
|
|
$type = $enchantment->getType();
|
|
if($type instanceof MeleeWeaponEnchantment and $type->isApplicableTo($entity)){
|
|
$meleeEnchantmentDamage += $type->getDamageBonus($enchantment->getLevel());
|
|
$meleeEnchantments[] = $enchantment;
|
|
}
|
|
}
|
|
$ev->setModifier($meleeEnchantmentDamage, EntityDamageEvent::MODIFIER_WEAPON_ENCHANTMENTS);
|
|
|
|
if(!$this->isSprinting() and !$this->isFlying() and $this->fallDistance > 0 and !$this->effectManager->has(VanillaEffects::BLINDNESS()) and !$this->isUnderwater()){
|
|
$ev->setModifier($ev->getFinalDamage() / 2, EntityDamageEvent::MODIFIER_CRITICAL);
|
|
}
|
|
|
|
$entity->attack($ev);
|
|
|
|
$soundPos = $entity->getPosition()->add(0, $entity->width / 2, 0);
|
|
if($ev->isCancelled()){
|
|
$this->getWorld()->addSound($soundPos, new EntityAttackNoDamageSound());
|
|
return false;
|
|
}
|
|
$this->broadcastAnimation(new ArmSwingAnimation($this), $this->getViewers());
|
|
$this->getWorld()->addSound($soundPos, new EntityAttackSound());
|
|
|
|
if($ev->getModifier(EntityDamageEvent::MODIFIER_CRITICAL) > 0 and $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
|
|
if($heldItem->onAttackEntity($entity) and $this->hasFiniteResources() and $oldItem->equalsExact($this->inventory->getItemInHand())){ //always fire the hook, even if we are survival
|
|
$this->inventory->setItemInHand($heldItem);
|
|
}
|
|
|
|
$this->hungerManager->exhaust(0.3, PlayerExhaustEvent::CAUSE_ATTACK);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Interacts with the given entity using the currently-held item.
|
|
*/
|
|
public function interactEntity(Entity $entity, Vector3 $clickPos) : bool{
|
|
//TODO
|
|
return false;
|
|
}
|
|
|
|
public function toggleSprint(bool $sprint) : bool{
|
|
$ev = new PlayerToggleSprintEvent($this, $sprint);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setSprinting($sprint);
|
|
return true;
|
|
}
|
|
|
|
public function toggleSneak(bool $sneak) : bool{
|
|
$ev = new PlayerToggleSneakEvent($this, $sneak);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$this->setSneaking($sneak);
|
|
return true;
|
|
}
|
|
|
|
public function toggleFlight(bool $fly) : bool{
|
|
$ev = new PlayerToggleFlightEvent($this, $fly);
|
|
$ev->setCancelled(!$this->allowFlight);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
//don't use setFlying() here, to avoid feedback loops - TODO: get rid of this hack
|
|
$this->flying = $fly;
|
|
$this->resetFallDistance();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
$this->networkSession->onTitle($title);
|
|
}
|
|
|
|
/**
|
|
* Sets the subtitle message, without sending a title.
|
|
*/
|
|
public function sendSubTitle(string $subtitle) : void{
|
|
$this->networkSession->onSubTitle($subtitle);
|
|
}
|
|
|
|
/**
|
|
* Adds small text to the user's screen.
|
|
*/
|
|
public function sendActionBarMessage(string $message) : void{
|
|
$this->networkSession->onActionBar($message);
|
|
}
|
|
|
|
/**
|
|
* Removes the title from the client's screen.
|
|
*/
|
|
public function removeTitles() : void{
|
|
$this->networkSession->onClearTitle();
|
|
}
|
|
|
|
/**
|
|
* Resets the title duration settings to defaults and removes any existing titles.
|
|
*/
|
|
public function resetTitles() : void{
|
|
$this->networkSession->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 and $stay >= 0 and $fadeOut >= 0){
|
|
$this->networkSession->onTitleDuration($fadeIn, $stay, $fadeOut);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sends a direct chat message to a player
|
|
*
|
|
* @param TranslationContainer|string $message
|
|
*/
|
|
public function sendMessage($message) : void{
|
|
if($message instanceof TranslationContainer){
|
|
$this->sendTranslation($message->getText(), $message->getParameters());
|
|
return;
|
|
}
|
|
|
|
$this->networkSession->onRawChatMessage($this->getLanguage()->translateString($message));
|
|
}
|
|
|
|
/**
|
|
* @param string[] $parameters
|
|
*/
|
|
public function sendTranslation(string $message, array $parameters = []) : void{
|
|
if(!$this->server->isLanguageForced()){
|
|
foreach($parameters as $i => $p){
|
|
$parameters[$i] = $this->getLanguage()->translateString($p, [], "pocketmine.");
|
|
}
|
|
$this->networkSession->onTranslatedChatMessage($this->getLanguage()->translateString($message, $parameters, "pocketmine."), $parameters);
|
|
}else{
|
|
$this->sendMessage($this->getLanguage()->translateString($message, $parameters));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sends a popup message to the player
|
|
*
|
|
* TODO: add translation type popups
|
|
*/
|
|
public function sendPopup(string $message) : void{
|
|
$this->networkSession->onPopup($message);
|
|
}
|
|
|
|
public function sendTip(string $message) : void{
|
|
$this->networkSession->onTip($message);
|
|
}
|
|
|
|
/**
|
|
* 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->networkSession->onFormSent($id, $form)){
|
|
$this->forms[$id] = $form;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param mixed $responseData
|
|
*/
|
|
public function onFormSubmit(int $formId, $responseData) : bool{
|
|
if(!isset($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;
|
|
}
|
|
|
|
/**
|
|
* Transfers a player to another server.
|
|
*
|
|
* @param string $address The IP address or hostname of the destination server
|
|
* @param int $port The destination port, defaults to 19132
|
|
* @param string $message Message to show in the console when closing the player
|
|
*
|
|
* @return bool if transfer was successful.
|
|
*/
|
|
public function transfer(string $address, int $port = 19132, string $message = "transfer") : bool{
|
|
$ev = new PlayerTransferEvent($this, $address, $port, $message);
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$this->networkSession->transfer($ev->getAddress(), $ev->getPort(), $ev->getMessage());
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Kicks a player from the server
|
|
*
|
|
* @param TranslationContainer|string $quitMessage
|
|
*/
|
|
public function kick(string $reason = "", $quitMessage = null) : bool{
|
|
$ev = new PlayerKickEvent($this, $reason, $quitMessage ?? $this->getLeaveMessage());
|
|
$ev->call();
|
|
if(!$ev->isCancelled()){
|
|
$reason = $ev->getReason();
|
|
if($reason === ""){
|
|
$reason = "disconnectionScreen.noReason";
|
|
}
|
|
$this->disconnect($reason, $ev->getQuitMessage());
|
|
|
|
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.
|
|
*
|
|
* @param string $reason Shown to the player, usually this will appear on their disconnect screen.
|
|
* @param TranslationContainer|string $quitMessage Message to broadcast to online players (null will use default)
|
|
*/
|
|
public function disconnect(string $reason, $quitMessage = null, bool $notify = true) : void{
|
|
if(!$this->isConnected()){
|
|
return;
|
|
}
|
|
|
|
$this->networkSession->onPlayerDestroyed($reason, $notify);
|
|
|
|
//prevent the player receiving their own disconnect message
|
|
PermissionManager::getInstance()->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_USERS, $this);
|
|
PermissionManager::getInstance()->unsubscribeFromPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
|
|
|
|
$ev = new PlayerQuitEvent($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);
|
|
}
|
|
}
|
|
$this->usedChunks = [];
|
|
$this->loadQueue = [];
|
|
|
|
$this->removeCurrentWindow();
|
|
$this->removePermanentInventories();
|
|
|
|
$this->perm->clearPermissions();
|
|
|
|
$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;
|
|
$this->cursorInventory = null;
|
|
$this->craftingGrid = null;
|
|
$this->spawnPosition = null;
|
|
$this->perm = 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 $value) : void{
|
|
throw new \BadMethodCallException("Players can't be saved with chunks");
|
|
}
|
|
|
|
/**
|
|
* Handles player data saving
|
|
*
|
|
* @throws \InvalidStateException if the player is closed
|
|
*/
|
|
public function save() : void{
|
|
if($this->closed){
|
|
throw new \InvalidStateException("Tried to save closed player");
|
|
}
|
|
|
|
$nbt = $this->saveNBT();
|
|
|
|
if($this->location->isValid()){
|
|
$nbt->setString("Level", $this->getWorld()->getFolderName());
|
|
}
|
|
|
|
if($this->hasValidCustomSpawn()){
|
|
$spawn = $this->getSpawn();
|
|
$nbt->setString("SpawnLevel", $spawn->getWorld()->getFolderName());
|
|
$nbt->setInt("SpawnX", $spawn->getFloorX());
|
|
$nbt->setInt("SpawnY", $spawn->getFloorY());
|
|
$nbt->setInt("SpawnZ", $spawn->getFloorZ());
|
|
}
|
|
|
|
if(!$this->isAlive()){
|
|
$spawn = $this->getSpawn();
|
|
//hack for respawn after quit
|
|
$nbt->setTag("Pos", new ListTag([
|
|
new DoubleTag($spawn->getFloorX()),
|
|
new DoubleTag($spawn->getFloorY()),
|
|
new DoubleTag($spawn->getFloorZ())
|
|
]));
|
|
}
|
|
|
|
$nbt->setInt("playerGameType", $this->gamemode->getMagicNumber());
|
|
$nbt->setLong("firstPlayed", $this->firstPlayed);
|
|
$nbt->setLong("lastPlayed", (int) floor(microtime(true) * 1000));
|
|
|
|
$this->server->saveOfflinePlayerData($this->username, $nbt);
|
|
}
|
|
|
|
protected function onDeath() : void{
|
|
//Crafting grid must always be evacuated even if keep-inventory is true. This dumps the contents into the
|
|
//main inventory and drops the rest on the ground.
|
|
$this->doCloseInventory();
|
|
|
|
$ev = new PlayerDeathEvent($this, $this->getDrops(), $this->getXpDropAmount(), null);
|
|
$ev->call();
|
|
|
|
if(!$ev->getKeepInventory()){
|
|
foreach($ev->getDrops() as $item){
|
|
$this->getWorld()->dropItem($this->location, $item);
|
|
}
|
|
|
|
if($this->inventory !== null){
|
|
$this->inventory->setHeldItemIndex(0);
|
|
$this->inventory->clearAll();
|
|
}
|
|
if($this->armorInventory !== null){
|
|
$this->armorInventory->clearAll();
|
|
}
|
|
}
|
|
|
|
$this->getWorld()->dropExperience($this->location, $ev->getXpDropAmount());
|
|
$this->xpManager->setXpAndProgress(0, 0.0);
|
|
|
|
if($ev->getDeathMessage() != ""){
|
|
$this->server->broadcastMessage($ev->getDeathMessage());
|
|
}
|
|
|
|
$this->startDeathAnimation();
|
|
|
|
$this->networkSession->onDeath();
|
|
}
|
|
|
|
protected function onDeathUpdate(int $tickDiff) : bool{
|
|
parent::onDeathUpdate($tickDiff);
|
|
return false; //never flag players for despawn
|
|
}
|
|
|
|
public function respawn() : void{
|
|
if($this->server->isHardcore()){
|
|
$this->setBanned(true);
|
|
return;
|
|
}
|
|
|
|
$ev = new PlayerRespawnEvent($this, $this->getSpawn());
|
|
$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->extinguish();
|
|
$this->setAirSupplyTicks($this->getMaxAirSupplyTicks());
|
|
$this->deadTicks = 0;
|
|
$this->noDamageTicks = 60;
|
|
|
|
$this->effectManager->clear();
|
|
$this->setHealth($this->getMaxHealth());
|
|
|
|
foreach($this->attributeMap->getAll() as $attr){
|
|
$attr->resetToDefault();
|
|
}
|
|
|
|
$this->spawnToAll();
|
|
$this->scheduleUpdate();
|
|
|
|
$this->networkSession->onRespawn();
|
|
}
|
|
|
|
protected function applyPostDamageEffects(EntityDamageEvent $source) : void{
|
|
parent::applyPostDamageEffects($source);
|
|
|
|
$this->hungerManager->exhaust(0.3, PlayerExhaustEvent::CAUSE_DAMAGE);
|
|
}
|
|
|
|
public function attack(EntityDamageEvent $source) : void{
|
|
if(!$this->isAlive()){
|
|
return;
|
|
}
|
|
|
|
if($this->isCreative()
|
|
and $source->getCause() !== EntityDamageEvent::CAUSE_SUICIDE
|
|
and $source->getCause() !== EntityDamageEvent::CAUSE_VOID
|
|
){
|
|
$source->setCancelled();
|
|
}elseif($this->allowFlight and $source->getCause() === EntityDamageEvent::CAUSE_FALL){
|
|
$source->setCancelled();
|
|
}
|
|
|
|
parent::attack($source);
|
|
}
|
|
|
|
protected function syncNetworkData(EntityMetadataCollection $properties) : void{
|
|
parent::syncNetworkData($properties);
|
|
|
|
$properties->setGenericFlag(EntityMetadataFlags::ACTION, $this->startAction > -1);
|
|
|
|
$properties->setPlayerFlag(PlayerMetadataFlags::SLEEP, $this->sleeping !== null);
|
|
$properties->setBlockPos(EntityMetadataProperties::PLAYER_BED_POSITION, $this->sleeping ?? new Vector3(0, 0, 0));
|
|
}
|
|
|
|
public function broadcastAnimation(Animation $animation, ?array $targets = null) : void{
|
|
if($this->spawned and $targets === null){
|
|
$targets = $this->getViewers();
|
|
$targets[] = $this;
|
|
}
|
|
parent::broadcastAnimation($animation, $targets);
|
|
}
|
|
|
|
/**
|
|
* TODO: remove this
|
|
*/
|
|
public function sendPosition(Vector3 $pos, ?float $yaw = null, ?float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL) : void{
|
|
$this->networkSession->syncMovement($pos, $yaw, $pitch, $mode);
|
|
|
|
$this->forceMoveSync = $pos->asVector3();
|
|
}
|
|
|
|
/**
|
|
* {@inheritdoc}
|
|
*/
|
|
public function teleport(Vector3 $pos, ?float $yaw = null, ?float $pitch = null) : bool{
|
|
if(parent::teleport($pos, $yaw, $pitch)){
|
|
|
|
$this->removeCurrentWindow();
|
|
|
|
$this->sendPosition($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->stopSleep();
|
|
$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);
|
|
$this->craftingGrid = new CraftingGrid($this, CraftingGrid::SIZE_SMALL);
|
|
|
|
$this->addPermanentInventories($this->inventory, $this->armorInventory, $this->cursorInventory);
|
|
|
|
//TODO: more windows
|
|
}
|
|
|
|
public function getCursorInventory() : PlayerCursorInventory{
|
|
return $this->cursorInventory;
|
|
}
|
|
|
|
public function getCraftingGrid() : CraftingGrid{
|
|
return $this->craftingGrid;
|
|
}
|
|
|
|
public function setCraftingGrid(CraftingGrid $grid) : void{
|
|
$this->craftingGrid = $grid;
|
|
}
|
|
|
|
/**
|
|
* @internal Called to clean up crafting grid and cursor inventory when it is detected that the player closed their
|
|
* inventory.
|
|
*/
|
|
public function doCloseInventory() : void{
|
|
/** @var Inventory[] $inventories */
|
|
$inventories = [$this->craftingGrid, $this->cursorInventory];
|
|
foreach($inventories as $inventory){
|
|
$contents = $inventory->getContents();
|
|
if(count($contents) > 0){
|
|
$drops = $this->inventory->addItem(...$contents);
|
|
foreach($drops as $drop){
|
|
$this->dropItem($drop);
|
|
}
|
|
|
|
$inventory->clearAll();
|
|
}
|
|
}
|
|
|
|
if($this->craftingGrid->getGridWidth() > CraftingGrid::SIZE_SMALL){
|
|
$this->craftingGrid = new CraftingGrid($this, CraftingGrid::SIZE_SMALL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
//TODO: client side race condition here makes the opening work incorrectly
|
|
$this->removeCurrentWindow();
|
|
|
|
$this->logger->debug("Opening inventory " . get_class($inventory) . "#" . spl_object_id($inventory));
|
|
$this->networkSession->getInvManager()->onCurrentWindowChange($inventory);
|
|
$inventory->onOpen($this);
|
|
$this->currentWindow = $inventory;
|
|
return true;
|
|
}
|
|
|
|
public function removeCurrentWindow() : void{
|
|
if($this->currentWindow !== null){
|
|
(new InventoryCloseEvent($this->currentWindow, $this))->call();
|
|
|
|
$this->logger->debug("Closing inventory " . get_class($this->currentWindow) . "#" . spl_object_id($this->currentWindow));
|
|
$this->currentWindow->onClose($this);
|
|
if($this->isConnected()){
|
|
$this->networkSession->getInvManager()->onCurrentWindowRemove();
|
|
}
|
|
$this->currentWindow = null;
|
|
}
|
|
}
|
|
|
|
protected function addPermanentInventories(Inventory ...$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 = [];
|
|
}
|
|
|
|
use ChunkListenerNoOpTrait {
|
|
onChunkChanged as private;
|
|
}
|
|
|
|
public function onChunkChanged(Chunk $chunk) : void{
|
|
if(isset($this->usedChunks[$hash = World::chunkHash($chunk->getX(), $chunk->getZ())])){
|
|
$this->usedChunks[$hash] = UsedChunkStatus::NEEDED();
|
|
$this->nextChunkOrderRun = 0;
|
|
}
|
|
}
|
|
}
|