testserver/patches/server/0630-additions-to-PlayerGam...

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2021-06-15 02:59:31 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Sat, 15 May 2021 10:04:43 -0700
Subject: [PATCH] additions to PlayerGameModeChangeEvent
diff --git a/src/main/java/net/minecraft/server/commands/DefaultGameModeCommands.java b/src/main/java/net/minecraft/server/commands/DefaultGameModeCommands.java
2022-06-08 08:00:56 +00:00
index d446e52aa0951af5f759fa7a91908f4d818bd4a5..3fcdc509649b3d67bfd74404bcdf8d7a65c1babf 100644
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--- a/src/main/java/net/minecraft/server/commands/DefaultGameModeCommands.java
+++ b/src/main/java/net/minecraft/server/commands/DefaultGameModeCommands.java
@@ -31,9 +31,13 @@ public class DefaultGameModeCommands {
GameType gameType = minecraftServer.getForcedGameType();
if (gameType != null) {
for(ServerPlayer serverPlayer : minecraftServer.getPlayerList().getPlayers()) {
- if (serverPlayer.setGameMode(gameType)) {
- ++i;
+ // Paper start - extend PlayerGameModeChangeEvent
+ org.bukkit.event.player.PlayerGameModeChangeEvent event = serverPlayer.setGameMode(gameType, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.DEFAULT_GAMEMODE, net.kyori.adventure.text.Component.empty());
+ if (event != null && event.isCancelled()) {
+ source.sendSuccess(io.papermc.paper.adventure.PaperAdventure.asVanilla(event.cancelMessage()), false);
}
+ // Paper end
+ ++i;
}
}
diff --git a/src/main/java/net/minecraft/server/commands/GameModeCommand.java b/src/main/java/net/minecraft/server/commands/GameModeCommand.java
2022-06-08 08:00:56 +00:00
index 65089c0e78c9913a92ae9c66d664f48e2112ad92..7882ee2b7813d437d3b7580f046f38e79fc9e7b6 100644
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--- a/src/main/java/net/minecraft/server/commands/GameModeCommand.java
+++ b/src/main/java/net/minecraft/server/commands/GameModeCommand.java
2022-06-08 08:00:56 +00:00
@@ -50,9 +50,14 @@ public class GameModeCommand {
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int i = 0;
for(ServerPlayer serverPlayer : targets) {
- if (serverPlayer.setGameMode(gameMode)) {
+ // Paper start - extend PlayerGameModeChangeEvent
+ org.bukkit.event.player.PlayerGameModeChangeEvent event = serverPlayer.setGameMode(gameMode, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.COMMAND, net.kyori.adventure.text.Component.empty());
+ if (event != null && !event.isCancelled()) {
logGamemodeChange(context.getSource(), serverPlayer, gameMode);
++i;
+ } else if (event != null && event.cancelMessage() != null) {
+ context.getSource().sendSuccess(io.papermc.paper.adventure.PaperAdventure.asVanilla(event.cancelMessage()), true);
+ // Paper end
}
}
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
index ee6581758784c5aeab40fb35775b18031fb191ea..73864c47e7f13a48243478bc24d4887aa70791b3 100644
2021-06-15 02:59:31 +00:00
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
@@ -1795,8 +1795,15 @@ public class ServerPlayer extends Player {
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}
public boolean setGameMode(GameType gameMode) {
- if (!this.gameMode.changeGameModeForPlayer(gameMode)) {
- return false;
+ // Paper start - Add cause and nullable message to event
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+ org.bukkit.event.player.PlayerGameModeChangeEvent event = this.setGameMode(gameMode, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.UNKNOWN, null);
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+ return event == null ? false : event.isCancelled();
+ }
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+ public org.bukkit.event.player.PlayerGameModeChangeEvent setGameMode(GameType gameMode, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause cause, net.kyori.adventure.text.Component message) {
+ org.bukkit.event.player.PlayerGameModeChangeEvent event = this.gameMode.changeGameModeForPlayer(gameMode, cause, message);
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+ if (event == null || event.isCancelled()) {
+ // Paper end
+ return null;
} else {
this.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.CHANGE_GAME_MODE, (float) gameMode.getId()));
if (gameMode == GameType.SPECTATOR) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
@@ -1808,7 +1815,7 @@ public class ServerPlayer extends Player {
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this.onUpdateAbilities();
this.updateEffectVisibility();
- return true;
+ return event; // Paper
}
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
@@ -2210,6 +2217,16 @@ public class ServerPlayer extends Player {
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}
public void loadGameTypes(@Nullable CompoundTag nbt) {
+ // Paper start
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+ if (this.server.getForcedGameType() != null && this.server.getForcedGameType() != ServerPlayer.readPlayerMode(nbt, "playerGameType")) {
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+ if (new org.bukkit.event.player.PlayerGameModeChangeEvent(this.getBukkitEntity(), org.bukkit.GameMode.getByValue(this.server.getDefaultGameType().getId()), org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.DEFAULT_GAMEMODE, null).callEvent()) {
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+ this.gameMode.setGameModeForPlayer(this.server.getForcedGameType(), GameType.DEFAULT_MODE);
+ } else {
+ this.gameMode.setGameModeForPlayer(ServerPlayer.readPlayerMode(nbt,"playerGameType"), ServerPlayer.readPlayerMode(nbt, "previousPlayerGameType"));
+ }
+ return;
+ }
+ // Paper end
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this.gameMode.setGameModeForPlayer(this.calculateGameModeForNewPlayer(ServerPlayer.readPlayerMode(nbt, "playerGameType")), ServerPlayer.readPlayerMode(nbt, "previousPlayerGameType"));
}
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
2022-07-21 19:53:04 +00:00
index 32746dfbc2fdfc150583676b1bf0762398b76d75..1ad1f958a9b6e1bc21f1c505aa7ea54950de6cad 100644
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--- a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
2022-06-08 08:00:56 +00:00
@@ -73,18 +73,24 @@ public class ServerPlayerGameMode {
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}
public boolean changeGameModeForPlayer(GameType gameMode) {
+ // Paper end
+ PlayerGameModeChangeEvent event = this.changeGameModeForPlayer(gameMode, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.UNKNOWN, null);
+ return event == null ? false : event.isCancelled();
+ }
+ public PlayerGameModeChangeEvent changeGameModeForPlayer(GameType gameMode, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause cause, net.kyori.adventure.text.Component cancelMessage) {
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+ // Paper end
if (gameMode == this.gameModeForPlayer) {
- return false;
+ return null; // Paper
} else {
// CraftBukkit start
- PlayerGameModeChangeEvent event = new PlayerGameModeChangeEvent(this.player.getBukkitEntity(), GameMode.getByValue(gameMode.getId()));
+ PlayerGameModeChangeEvent event = new PlayerGameModeChangeEvent(this.player.getBukkitEntity(), GameMode.getByValue(gameMode.getId()), cause, cancelMessage); // Paper
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this.level.getCraftServer().getPluginManager().callEvent(event);
if (event.isCancelled()) {
- return false;
+ return event; // Paper
}
// CraftBukkit end
this.setGameModeForPlayer(gameMode, this.gameModeForPlayer);
- return true;
+ return event; // Paper
}
}
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index 161b5d6f0d420ac7b6ed112d1b03d42c3aaec421..de4c3849cc60151de8f3a873adad2bc36e30fbc4 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -2903,7 +2903,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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this.player = this.server.getPlayerList().respawn(this.player, false);
if (this.server.isHardcore()) {
- this.player.setGameMode(GameType.SPECTATOR);
+ this.player.setGameMode(GameType.SPECTATOR, org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.HARDCORE_DEATH, null); // Paper
((GameRules.BooleanValue) this.player.getLevel().getGameRules().getRule(GameRules.RULE_SPECTATORSGENERATECHUNKS)).set(false, this.server);
}
}
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index 0f523f688a607cc4ff91f2b18be896f64b8d36bd..64c6a35ab369a19924dba94018c361dc2d24be82 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -1465,7 +1465,7 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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throw new IllegalArgumentException("Mode cannot be null");
}
- this.getHandle().setGameMode(GameType.byId(mode.getValue()));
+ this.getHandle().setGameMode(GameType.byId(mode.getValue()), org.bukkit.event.player.PlayerGameModeChangeEvent.Cause.PLUGIN, null); // Paper
}
@Override