2020-04-27 07:34:45 +00:00
From cfa64dcb818cf795dc01a6286ad2d361486a00a0 Mon Sep 17 00:00:00 2001
2018-01-16 03:13:17 +00:00
From: Aikar <aikar@aikar.co>
Date: Mon, 15 Jan 2018 22:11:48 -0500
Subject: [PATCH] Basic PlayerProfile API
2018-05-11 03:01:52 +00:00
Establishes base extension of profile systems for future edits too
2018-01-16 03:13:17 +00:00
2018-01-19 05:03:09 +00:00
diff --git a/src/main/java/com/destroystokyo/paper/profile/CraftPlayerProfile.java b/src/main/java/com/destroystokyo/paper/profile/CraftPlayerProfile.java
2018-01-16 03:13:17 +00:00
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..b151a13c1b
2018-01-16 03:13:17 +00:00
--- /dev/null
2018-01-19 05:03:09 +00:00
+++ b/src/main/java/com/destroystokyo/paper/profile/CraftPlayerProfile.java
2018-07-31 05:37:41 +00:00
@@ -0,0 +1,280 @@
2018-01-16 03:13:17 +00:00
+package com.destroystokyo.paper.profile;
+
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+import com.destroystokyo.paper.PaperConfig;
+import com.google.common.base.Charsets;
2018-01-16 03:13:17 +00:00
+import com.mojang.authlib.GameProfile;
+import com.mojang.authlib.properties.Property;
+import com.mojang.authlib.properties.PropertyMap;
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+import net.minecraft.server.MinecraftServer;
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+import net.minecraft.server.UserCache;
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+import org.bukkit.craftbukkit.entity.CraftPlayer;
+import org.spigotmc.SpigotConfig;
2018-01-16 03:13:17 +00:00
+
+import javax.annotation.Nonnull;
+import javax.annotation.Nullable;
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+import java.util.AbstractSet;
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+import java.util.Collection;
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+import java.util.Iterator;
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+import java.util.Objects;
2018-01-16 03:13:17 +00:00
+import java.util.Set;
+import java.util.UUID;
+
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+public class CraftPlayerProfile implements PlayerProfile {
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+
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+ private GameProfile profile;
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+ private final PropertySet properties = new PropertySet();
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+
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+ public CraftPlayerProfile(CraftPlayer player) {
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+ this.profile = player.getHandle().getProfile();
+ }
+
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+ public CraftPlayerProfile(UUID id, String name) {
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+ this.profile = new GameProfile(id, name);
2018-03-23 01:40:57 +00:00
+ }
+
+ public CraftPlayerProfile(GameProfile profile) {
+ this.profile = profile;
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+ }
+
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+ @Override
+ public boolean hasProperty(String property) {
+ return profile.getProperties().containsKey(property);
+ }
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+
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+ @Override
+ public void setProperty(ProfileProperty property) {
+ String name = property.getName();
+ PropertyMap properties = profile.getProperties();
+ properties.removeAll(name);
+ properties.put(name, new Property(name, property.getValue(), property.getSignature()));
2018-03-22 05:28:22 +00:00
+ }
+
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+ public GameProfile getGameProfile() {
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+ return profile;
+ }
+
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+ @Nullable
+ @Override
+ public UUID getId() {
+ return profile.getId();
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+ }
+
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+ @Override
+ public UUID setId(@Nullable UUID uuid) {
+ GameProfile prev = this.profile;
+ this.profile = new GameProfile(uuid, prev.getName());
+ copyProfileProperties(prev, this.profile);
+ return prev.getId();
+ }
+
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+ @Nullable
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+ @Override
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+ public String getName() {
+ return profile.getName();
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+ }
+
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+ @Override
+ public String setName(@Nullable String name) {
+ GameProfile prev = this.profile;
+ this.profile = new GameProfile(prev.getId(), name);
+ copyProfileProperties(prev, this.profile);
+ return prev.getName();
+ }
+
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+ @Nonnull
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+ @Override
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+ public Set<ProfileProperty> getProperties() {
+ return properties;
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+ }
+
+ @Override
+ public void setProperties(Collection<ProfileProperty> properties) {
+ properties.forEach(this::setProperty);
+ }
+
+ @Override
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+ public void clearProperties() {
+ profile.getProperties().clear();
+ }
+
+ @Override
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+ public boolean removeProperty(String property) {
+ return !profile.getProperties().removeAll(property).isEmpty();
+ }
+
+ @Override
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+ public boolean equals(Object o) {
+ if (this == o) return true;
+ if (o == null || getClass() != o.getClass()) return false;
+ CraftPlayerProfile that = (CraftPlayerProfile) o;
+ return Objects.equals(profile, that.profile);
+ }
+
+ @Override
+ public int hashCode() {
+ return profile.hashCode();
+ }
+
+ @Override
+ public String toString() {
+ return profile.toString();
+ }
+
+ @Override
+ public CraftPlayerProfile clone() {
+ CraftPlayerProfile clone = new CraftPlayerProfile(this.getId(), this.getName());
+ clone.setProperties(getProperties());
+ return clone;
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+ }
+
+ @Override
+ public boolean isComplete() {
+ return profile.isComplete();
+ }
+
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+ @Override
+ public boolean completeFromCache() {
+ return completeFromCache(false);
+ }
+
+ public boolean completeFromCache(boolean lookupName) {
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+ if (profile.isComplete()) {
+ return true;
+ }
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+ MinecraftServer server = MinecraftServer.getServer();
+ String name = profile.getName();
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+ UserCache userCache = server.getUserCache();
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+ if (profile.getId() == null) {
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+ final GameProfile profile;
+ boolean isOnlineMode = server.getOnlineMode() || (SpigotConfig.bungee && PaperConfig.bungeeOnlineMode);
+ if (isOnlineMode) {
+ profile = lookupName ? userCache.getProfile(name) : userCache.getProfileIfCached(name);
+ } else {
+ // Make an OfflinePlayer using an offline mode UUID since the name has no profile
+ profile = new GameProfile(UUID.nameUUIDFromBytes(("OfflinePlayer:" + name).getBytes(Charsets.UTF_8)), name);
+ }
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+ if (profile != null) {
+ this.profile = profile;
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+ }
+ }
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+
+ if (profile.getName() == null) {
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+ // If we need textures, skip this check, as we will get it below anyways.
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+ GameProfile profile = userCache.getProfile(this.profile.getId());
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+ if (profile != null) {
+ this.profile = profile;
+ }
+ }
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+ return this.profile.isComplete();
+ }
+
+ public boolean complete(boolean textures) {
+ MinecraftServer server = MinecraftServer.getServer();
+
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+ boolean isOnlineMode = server.getOnlineMode() || (SpigotConfig.bungee && PaperConfig.bungeeOnlineMode);
+ boolean isCompleteFromCache = this.completeFromCache(true);
+ if (isOnlineMode && (!isCompleteFromCache || textures && !hasTextures())) {
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+ GameProfile result = server.getSessionService().fillProfileProperties(profile, true);
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+ if (result != null) {
+ this.profile = result;
+ }
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+ }
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+ return profile.isComplete() && (!isOnlineMode || !textures || hasTextures());
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+ }
+
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+ private static void copyProfileProperties(GameProfile source, GameProfile target) {
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+ PropertyMap sourceProperties = source.getProperties();
+ if (sourceProperties.isEmpty()) {
+ return;
+ }
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+ PropertyMap properties = target.getProperties();
+ properties.clear();
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+
+ for (Property property : sourceProperties.values()) {
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+ properties.put(property.getName(), property);
+ }
+ }
+
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+ private static ProfileProperty toBukkit(Property property) {
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+ return new ProfileProperty(property.getName(), property.getValue(), property.getSignature());
+ }
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+
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+ public static PlayerProfile asBukkitCopy(GameProfile gameProfile) {
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+ CraftPlayerProfile profile = new CraftPlayerProfile(gameProfile.getId(), gameProfile.getName());
+ copyProfileProperties(gameProfile, profile.profile);
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+ return profile;
+ }
+
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+ public static PlayerProfile asBukkitMirror(GameProfile profile) {
+ return new CraftPlayerProfile(profile);
+ }
+
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+ public static Property asAuthlib(ProfileProperty property) {
+ return new Property(property.getName(), property.getValue(), property.getSignature());
+ }
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+
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+ public static GameProfile asAuthlibCopy(PlayerProfile profile) {
+ CraftPlayerProfile craft = ((CraftPlayerProfile) profile);
+ return asAuthlib(craft.clone());
+ }
+
+ public static GameProfile asAuthlib(PlayerProfile profile) {
+ CraftPlayerProfile craft = ((CraftPlayerProfile) profile);
+ return craft.getGameProfile();
+ }
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+
+ private class PropertySet extends AbstractSet<ProfileProperty> {
+
+ @Override
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+ @Nonnull
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+ public Iterator<ProfileProperty> iterator() {
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+ return new ProfilePropertyIterator(profile.getProperties().values().iterator());
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+ }
+
+ @Override
+ public int size() {
+ return profile.getProperties().size();
+ }
+
+ @Override
+ public boolean add(ProfileProperty property) {
+ setProperty(property);
+ return true;
+ }
+
+ @Override
+ public boolean addAll(Collection<? extends ProfileProperty> c) {
+ //noinspection unchecked
+ setProperties((Collection<ProfileProperty>) c);
+ return true;
+ }
+
+ @Override
+ public boolean contains(Object o) {
+ return o instanceof ProfileProperty && profile.getProperties().containsKey(((ProfileProperty) o).getName());
+ }
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+
+ private class ProfilePropertyIterator implements Iterator<ProfileProperty> {
+ private final Iterator<Property> iterator;
+
+ ProfilePropertyIterator(Iterator<Property> iterator) {
+ this.iterator = iterator;
+ }
+
+ @Override
+ public boolean hasNext() {
+ return iterator.hasNext();
+ }
+
+ @Override
+ public ProfileProperty next() {
+ return toBukkit(iterator.next());
+ }
+
+ @Override
+ public void remove() {
+ iterator.remove();
+ }
+ }
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+ }
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+}
2018-05-11 03:01:52 +00:00
diff --git a/src/main/java/com/destroystokyo/paper/profile/PaperAuthenticationService.java b/src/main/java/com/destroystokyo/paper/profile/PaperAuthenticationService.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..25836b975b
2018-05-11 03:01:52 +00:00
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/PaperAuthenticationService.java
@@ -0,0 +1,30 @@
+package com.destroystokyo.paper.profile;
+
+import com.mojang.authlib.Agent;
+import com.mojang.authlib.GameProfileRepository;
+import com.mojang.authlib.UserAuthentication;
+import com.mojang.authlib.minecraft.MinecraftSessionService;
+import com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService;
+
+import java.net.Proxy;
+
+public class PaperAuthenticationService extends YggdrasilAuthenticationService {
+ public PaperAuthenticationService(Proxy proxy, String clientToken) {
+ super(proxy, clientToken);
+ }
+
+ @Override
+ public UserAuthentication createUserAuthentication(Agent agent) {
+ return new PaperUserAuthentication(this, agent);
+ }
+
+ @Override
+ public MinecraftSessionService createMinecraftSessionService() {
+ return new PaperMinecraftSessionService(this);
+ }
+
+ @Override
+ public GameProfileRepository createProfileRepository() {
+ return new PaperGameProfileRepository(this);
+ }
+}
diff --git a/src/main/java/com/destroystokyo/paper/profile/PaperGameProfileRepository.java b/src/main/java/com/destroystokyo/paper/profile/PaperGameProfileRepository.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..3bcdb8f93f
2018-05-11 03:01:52 +00:00
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/PaperGameProfileRepository.java
@@ -0,0 +1,17 @@
+package com.destroystokyo.paper.profile;
+
+import com.mojang.authlib.Agent;
+import com.mojang.authlib.ProfileLookupCallback;
+import com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService;
+import com.mojang.authlib.yggdrasil.YggdrasilGameProfileRepository;
+
+public class PaperGameProfileRepository extends YggdrasilGameProfileRepository {
+ public PaperGameProfileRepository(YggdrasilAuthenticationService authenticationService) {
+ super(authenticationService);
+ }
+
+ @Override
+ public void findProfilesByNames(String[] names, Agent agent, ProfileLookupCallback callback) {
+ super.findProfilesByNames(names, agent, callback);
+ }
+}
diff --git a/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java b/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..4b2a67423f
2018-05-11 03:01:52 +00:00
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java
@@ -0,0 +1,29 @@
+package com.destroystokyo.paper.profile;
+
+import com.mojang.authlib.GameProfile;
+import com.mojang.authlib.minecraft.MinecraftProfileTexture;
+import com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService;
+import com.mojang.authlib.yggdrasil.YggdrasilMinecraftSessionService;
+
+import java.util.Map;
+
+public class PaperMinecraftSessionService extends YggdrasilMinecraftSessionService {
+ protected PaperMinecraftSessionService(YggdrasilAuthenticationService authenticationService) {
+ super(authenticationService);
+ }
+
+ @Override
+ public Map<MinecraftProfileTexture.Type, MinecraftProfileTexture> getTextures(GameProfile profile, boolean requireSecure) {
+ return super.getTextures(profile, requireSecure);
+ }
+
+ @Override
+ public GameProfile fillProfileProperties(GameProfile profile, boolean requireSecure) {
+ return super.fillProfileProperties(profile, requireSecure);
+ }
+
+ @Override
+ protected GameProfile fillGameProfile(GameProfile profile, boolean requireSecure) {
+ return super.fillGameProfile(profile, requireSecure);
+ }
+}
diff --git a/src/main/java/com/destroystokyo/paper/profile/PaperUserAuthentication.java b/src/main/java/com/destroystokyo/paper/profile/PaperUserAuthentication.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..3aceb0ea8a
2018-05-11 03:01:52 +00:00
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/PaperUserAuthentication.java
@@ -0,0 +1,11 @@
+package com.destroystokyo.paper.profile;
+
+import com.mojang.authlib.Agent;
+import com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService;
+import com.mojang.authlib.yggdrasil.YggdrasilUserAuthentication;
+
+public class PaperUserAuthentication extends YggdrasilUserAuthentication {
+ public PaperUserAuthentication(YggdrasilAuthenticationService authenticationService, Agent agent) {
+ super(authenticationService, agent);
+ }
+}
2018-01-19 05:12:03 +00:00
diff --git a/src/main/java/net/minecraft/server/MCUtil.java b/src/main/java/net/minecraft/server/MCUtil.java
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 48f88eaba4..9d0b0c9fc3 100644
2018-01-19 05:12:03 +00:00
--- a/src/main/java/net/minecraft/server/MCUtil.java
+++ b/src/main/java/net/minecraft/server/MCUtil.java
2018-09-03 23:59:54 +00:00
@@ -1,7 +1,10 @@
2018-01-19 05:12:03 +00:00
package net.minecraft.server;
2018-09-03 23:59:54 +00:00
import com.destroystokyo.paper.block.TargetBlockInfo;
2018-01-19 05:12:03 +00:00
+import com.destroystokyo.paper.profile.CraftPlayerProfile;
+import com.destroystokyo.paper.profile.PlayerProfile;
import com.google.common.util.concurrent.ThreadFactoryBuilder;
+import com.mojang.authlib.GameProfile;
import org.apache.commons.lang.exception.ExceptionUtils;
import org.bukkit.Location;
2018-09-03 23:59:54 +00:00
import org.bukkit.block.BlockFace;
2020-04-19 10:01:07 +00:00
@@ -256,6 +259,10 @@ public final class MCUtil {
2018-01-19 05:12:03 +00:00
return run.get();
}
+ public static PlayerProfile toBukkit(GameProfile profile) {
2018-01-19 05:38:49 +00:00
+ return CraftPlayerProfile.asBukkitMirror(profile);
2018-01-19 05:12:03 +00:00
+ }
+
/**
* Calculates distance between 2 entities
* @param e1
2018-03-18 15:31:32 +00:00
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 284793e4bf..1f27939670 100644
2018-03-18 15:31:32 +00:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
@@ -1301,7 +1301,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2019-04-27 06:26:04 +00:00
DispenserRegistry.init();
DispenserRegistry.c();
2020-01-22 02:02:07 +00:00
File s = (File) optionset.valueOf("universe"); // CraftBukkit
2018-05-11 03:01:52 +00:00
- YggdrasilAuthenticationService yggdrasilauthenticationservice = new YggdrasilAuthenticationService(Proxy.NO_PROXY, UUID.randomUUID().toString());
+ YggdrasilAuthenticationService yggdrasilauthenticationservice = new com.destroystokyo.paper.profile.PaperAuthenticationService(Proxy.NO_PROXY, UUID.randomUUID().toString()); // Paper
MinecraftSessionService minecraftsessionservice = yggdrasilauthenticationservice.createMinecraftSessionService();
GameProfileRepository gameprofilerepository = yggdrasilauthenticationservice.createProfileRepository();
2019-04-27 06:26:04 +00:00
UserCache usercache = new UserCache(gameprofilerepository, new File(s, MinecraftServer.b.getName()));
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
@@ -1766,6 +1766,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2019-07-20 04:01:24 +00:00
this.H = i;
2018-03-18 15:31:32 +00:00
}
2019-04-27 06:26:04 +00:00
+ public final MinecraftSessionService getSessionService() { return this.getMinecraftSessionService(); } // Paper - OBFHELPER
public MinecraftSessionService getMinecraftSessionService() {
return this.minecraftSessionService;
2018-03-18 15:31:32 +00:00
}
2018-03-26 01:50:46 +00:00
diff --git a/src/main/java/net/minecraft/server/UserCache.java b/src/main/java/net/minecraft/server/UserCache.java
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
index 581199e6dc..a072222bc5 100644
2018-03-26 01:50:46 +00:00
--- a/src/main/java/net/minecraft/server/UserCache.java
+++ b/src/main/java/net/minecraft/server/UserCache.java
2019-01-01 03:15:55 +00:00
@@ -43,7 +43,7 @@ public class UserCache {
2018-03-26 01:50:46 +00:00
public static final SimpleDateFormat a = new SimpleDateFormat("yyyy-MM-dd HH:mm:ss Z");
private static boolean c;
2019-05-27 06:17:50 +00:00
- private final Map<String, UserCache.UserCacheEntry> d = new java.util.concurrent.ConcurrentHashMap<>(); // Paper
+ private final Map<String, UserCache.UserCacheEntry> d = new java.util.concurrent.ConcurrentHashMap<>();private final Map<String, UserCache.UserCacheEntry> nameCache = d; // Paper - OBFHELPER // Paper
private final Map<UUID, UserCache.UserCacheEntry> e = new java.util.concurrent.ConcurrentHashMap<>(); // Paper
2018-03-26 01:50:46 +00:00
private final Deque<GameProfile> f = new java.util.concurrent.LinkedBlockingDeque<GameProfile>(); // CraftBukkit
private final GameProfileRepository g;
2019-01-01 03:15:55 +00:00
@@ -165,6 +165,13 @@ public class UserCache {
2018-07-18 00:08:13 +00:00
return usercache_usercacheentry == null ? null : usercache_usercacheentry.a();
2018-03-26 01:50:46 +00:00
}
+ // Paper start
+ @Nullable public GameProfile getProfileIfCached(String name) {
+ UserCache.UserCacheEntry entry = this.nameCache.get(name.toLowerCase(Locale.ROOT));
+ return entry == null ? null : entry.getProfile();
+ }
+ // Paper end
+
@Nullable
2019-12-11 23:43:22 +00:00
public GameProfile getProfile(UUID uuid) {
2019-12-13 01:18:18 +00:00
UserCache.UserCacheEntry usercache_usercacheentry = (UserCache.UserCacheEntry) this.e.get(uuid);
@@ -273,7 +280,7 @@ public class UserCache {
2018-03-26 01:50:46 +00:00
class UserCacheEntry {
- private final GameProfile b;
+ private final GameProfile b;public GameProfile getProfile() { return b; } // Paper - OBFHELPER
private final Date c;
private UserCacheEntry(GameProfile gameprofile, Date date) {
2018-01-16 03:13:17 +00:00
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
2020-04-27 07:34:45 +00:00
index f01bd38d0b..95f4abddf5 100644
2018-01-16 03:13:17 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
2020-04-27 07:34:45 +00:00
@@ -200,6 +200,9 @@ import org.yaml.snakeyaml.error.MarkedYAMLException;
2019-04-27 06:26:04 +00:00
import net.md_5.bungee.api.chat.BaseComponent; // Spigot
2018-01-16 03:13:17 +00:00
+import javax.annotation.Nullable; // Paper
+import javax.annotation.Nonnull; // Paper
+
public final class CraftServer implements Server {
2018-07-18 00:08:13 +00:00
private final String serverName = "Paper"; // Paper
2018-01-16 03:13:17 +00:00
private final String serverVersion;
2020-04-27 07:34:45 +00:00
@@ -2154,5 +2157,24 @@ public final class CraftServer implements Server {
2018-01-16 03:13:17 +00:00
public boolean suggestPlayerNamesWhenNullTabCompletions() {
return com.destroystokyo.paper.PaperConfig.suggestPlayersWhenNullTabCompletions;
}
+
2019-04-27 06:26:04 +00:00
+ @Override
2018-01-16 03:13:17 +00:00
+ public com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nonnull UUID uuid) {
+ return createProfile(uuid, null);
+ }
+
2019-04-27 06:26:04 +00:00
+ @Override
2018-01-16 03:13:17 +00:00
+ public com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nonnull String name) {
+ return createProfile(null, name);
+ }
+
2019-04-27 06:26:04 +00:00
+ @Override
2018-01-16 03:13:17 +00:00
+ public com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nullable UUID uuid, @Nullable String name) {
2018-03-22 05:28:22 +00:00
+ Player player = uuid != null ? Bukkit.getPlayer(uuid) : (name != null ? Bukkit.getPlayerExact(name) : null);
+ if (player != null) {
+ return new com.destroystokyo.paper.profile.CraftPlayerProfile((CraftPlayer)player);
+ }
2018-01-19 05:03:09 +00:00
+ return new com.destroystokyo.paper.profile.CraftPlayerProfile(uuid, name);
2018-01-16 03:13:17 +00:00
+ }
// Paper end
}
--
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
2.26.2
2018-01-16 03:13:17 +00:00