2020-05-06 09:48:49 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
From: Aikar <aikar@aikar.co>
Date: Sun, 19 Apr 2020 00:05:46 -0400
Subject: [PATCH] Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 17:41:16 +00:00
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
2020-06-30 05:20:29 +00:00
index 83a3c8d8d15f5792f5618ab301e3c9ed1c1162cd..b90d5fdd58ede1cf57e36b6f65ce259cf55615ba 100644
2020-04-19 17:41:16 +00:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
2020-06-27 04:57:36 +00:00
@@ -104,6 +104,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2020-04-19 17:41:16 +00:00
public double maxHealthCache;
public boolean joining = true;
public boolean sentListPacket = false;
+ public boolean supressTrackerForLogin = false; // Paper
public Integer clientViewDistance;
// CraftBukkit end
public PlayerNaturallySpawnCreaturesEvent playerNaturallySpawnedEvent; // Paper
2020-04-19 10:37:10 +00:00
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-06-27 04:57:36 +00:00
index 4ab719930f5b35c0ae221e9345f1e2eda7d9d719..8de86684dda275585826617b41d6792f233b814c 100644
2020-04-19 10:37:10 +00:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-06-27 04:57:36 +00:00
@@ -1535,6 +1535,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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.printStackTrace();
return;
}
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+ if (entity instanceof EntityPlayer && ((EntityPlayer) entity).supressTrackerForLogin) return; // Delay adding to tracker until after list packets
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// Paper end
if (!(entity instanceof EntityComplexPart)) {
2020-06-26 01:53:21 +00:00
EntityTypes<?> entitytypes = entity.getEntityType();
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
2020-07-03 06:08:00 +00:00
index 45fce4f08eb6f3f67306d45be407b85b3fda604b..881265d9f3f5432c0f79142abc8d6ca2f5609243 100644
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
2020-06-28 22:44:34 +00:00
@@ -200,6 +200,12 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
this.j.put(entityplayer.getUniqueID(), entityplayer);
// this.sendAll(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[]{entityplayer})); // CraftBukkit - replaced with loop below
+ // Paper start - correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks
2020-04-19 17:41:16 +00:00
+ entityplayer.supressTrackerForLogin = true;
2020-06-28 22:44:34 +00:00
+ worldserver1.addPlayerJoin(entityplayer);
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
+ this.server.getBossBattleCustomData().a(entityplayer); // see commented out section below worldserver.addPlayerJoin(entityplayer);
2020-06-28 22:44:34 +00:00
+ mountSavedVehicle(entityplayer, worldserver1, nbttagcompound);
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
+ // Paper end
// CraftBukkit start
PlayerJoinEvent playerJoinEvent = new PlayerJoinEvent(cserver.getPlayer(entityplayer), joinMessage);
cserver.getPluginManager().callEvent(playerJoinEvent);
2020-06-28 22:44:34 +00:00
@@ -234,6 +240,8 @@ public abstract class PlayerList {
2020-04-19 10:37:10 +00:00
entityplayer.playerConnection.sendPacket(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[] { entityplayer1}));
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
}
entityplayer.sentListPacket = true;
2020-04-19 17:41:16 +00:00
+ entityplayer.supressTrackerForLogin = false; // Paper
2020-04-19 10:37:10 +00:00
+ ((WorldServer)entityplayer.world).getChunkProvider().playerChunkMap.addEntity(entityplayer); // Paper - track entity now
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
// CraftBukkit end
2020-04-19 10:37:10 +00:00
entityplayer.playerConnection.sendPacket(new PacketPlayOutEntityMetadata(entityplayer.getId(), entityplayer.datawatcher, true)); // CraftBukkit - BungeeCord#2321, send complete data to self on spawn
2020-06-28 22:44:34 +00:00
@@ -259,6 +267,11 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
playerconnection.sendPacket(new PacketPlayOutEntityEffect(entityplayer.getId(), mobeffect));
}
+ // Paper start - move vehicle into method so it can be called above - short circuit around that code
2020-06-28 22:44:34 +00:00
+ onPlayerJoinFinish(entityplayer, worldserver1, s1);
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
+ }
2020-06-28 22:44:34 +00:00
+ private void mountSavedVehicle(EntityPlayer entityplayer, WorldServer worldserver1, NBTTagCompound nbttagcompound) {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
+ // Paper end
if (nbttagcompound != null && nbttagcompound.hasKeyOfType("RootVehicle", 10)) {
NBTTagCompound nbttagcompound1 = nbttagcompound.getCompound("RootVehicle");
// CraftBukkit start
2020-06-28 22:44:34 +00:00
@@ -307,6 +320,10 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
}
}
+ // Paper start
+ }
2020-06-26 12:04:38 +00:00
+ public void onPlayerJoinFinish(EntityPlayer entityplayer, WorldServer worldserver1, String s1) {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 04:56:43 +00:00
+ // Paper end
entityplayer.syncInventory();
// Paper start - Add to collideRule team if needed
2020-06-26 12:04:38 +00:00
final Scoreboard scoreboard = this.getServer().getWorldServer(World.OVERWORLD).getScoreboard();