2018-09-28 23:31:59 +00:00
From 004b2a8aaf9d8905410907b4ab247ddeb159ac92 Mon Sep 17 00:00:00 2001
2018-07-04 01:57:33 +00:00
From: Aikar <aikar@aikar.co>
Date: Tue, 3 Jul 2018 21:56:23 -0400
Subject: [PATCH] InventoryCloseEvent Reason API
Allows you to determine why an inventory was closed, enabling plugin developers
to "confirm" things based on if it was player triggered close or not.
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
2018-09-28 23:31:59 +00:00
index 175a20e43c..9ba489f356 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
2018-09-28 23:31:59 +00:00
@@ -931,7 +931,7 @@ public class Chunk implements IChunkAccess {
2018-07-04 01:57:33 +00:00
{
if ( h instanceof org.bukkit.craftbukkit.entity.CraftHumanEntity )
{
- ( (org.bukkit.craftbukkit.entity.CraftHumanEntity) h).getHandle().closeInventory();
+ ( (org.bukkit.craftbukkit.entity.CraftHumanEntity) h).getHandle().closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNLOADED); // Paper
}
}
}
2018-09-28 23:31:59 +00:00
@@ -956,7 +956,7 @@ public class Chunk implements IChunkAccess {
2018-07-04 01:57:33 +00:00
{
if ( h instanceof org.bukkit.craftbukkit.entity.CraftHumanEntity )
{
- ( (org.bukkit.craftbukkit.entity.CraftHumanEntity) h).getHandle().closeInventory();
+ ( (org.bukkit.craftbukkit.entity.CraftHumanEntity) h).getHandle().closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNLOADED); // Paper
}
}
}
diff --git a/src/main/java/net/minecraft/server/EntityHuman.java b/src/main/java/net/minecraft/server/EntityHuman.java
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
index 5e13cb0640..c7dc6fe0ef 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/net/minecraft/server/EntityHuman.java
+++ b/src/main/java/net/minecraft/server/EntityHuman.java
2018-09-09 18:38:27 +00:00
@@ -162,7 +162,7 @@ public abstract class EntityHuman extends EntityLiving {
2018-07-22 05:27:46 +00:00
this.dg();
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super.tick();
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if (!this.world.isClientSide && this.activeContainer != null && !this.activeContainer.canUse(this)) {
- this.closeInventory();
+ this.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.CANT_USE); // Paper
this.activeContainer = this.defaultContainer;
}
2018-09-09 18:38:27 +00:00
@@ -364,6 +364,13 @@ public abstract class EntityHuman extends EntityLiving {
2018-07-04 01:57:33 +00:00
return this.getHealth() <= 0.0F || this.isSleeping();
}
+ // Paper start - unused code, but to keep signatures aligned
+ public void closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ closeInventory();
+ this.activeContainer = this.defaultContainer;
+ }
+ // Paper end
+
public void closeInventory() {
this.activeContainer = this.defaultContainer;
}
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
index 3644fde3bb..68f5842cfe 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
2018-09-09 18:38:27 +00:00
@@ -346,7 +346,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2018-07-04 01:57:33 +00:00
}
// Paper end
if (!this.world.isClientSide && !this.activeContainer.canUse(this)) {
- this.closeInventory();
+ this.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.CANT_USE); // Paper
this.activeContainer = this.defaultContainer;
}
2018-09-09 18:38:27 +00:00
@@ -552,7 +552,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2018-07-04 01:57:33 +00:00
this.inventory.clear();
}
- this.closeInventory();
+ this.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.DEATH); // Paper
this.setSpectatorTarget(this); // Remove spectated target
// CraftBukkit end
2018-09-09 18:38:27 +00:00
@@ -864,7 +864,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2018-07-18 23:16:19 +00:00
this.a((new ChatMessage("container.spectatorCantOpen", new Object[0])).a(EnumChatFormat.RED), true);
2018-07-04 01:57:33 +00:00
} else {
if (this.activeContainer != this.defaultContainer) {
- this.closeInventory();
+ this.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.OPEN_NEW); // Paper
}
if (iinventory instanceof ITileInventory) {
2018-09-09 18:38:27 +00:00
@@ -930,7 +930,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2018-07-04 01:57:33 +00:00
}
// CraftBukkit end
if (this.activeContainer != this.defaultContainer) {
- this.closeInventory();
+ this.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.OPEN_NEW); // Paper
}
this.nextContainerCounter();
2018-09-09 18:38:27 +00:00
@@ -995,7 +995,12 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2018-07-04 01:57:33 +00:00
}
public void closeInventory() {
- CraftEventFactory.handleInventoryCloseEvent(this); // CraftBukkit
+ // Paper start
+ closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNKNOWN);
+ }
+ public void closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ CraftEventFactory.handleInventoryCloseEvent(this, reason); // CraftBukkit
+ // Paper end
this.playerConnection.sendPacket(new PacketPlayOutCloseWindow(this.activeContainer.windowId));
2018-07-18 23:16:19 +00:00
this.m();
2018-07-04 01:57:33 +00:00
}
diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
2018-09-27 02:35:42 +00:00
index 7c183ff6fa..7704a2bc6a 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
2018-09-27 02:35:42 +00:00
@@ -2057,7 +2057,7 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
2018-07-18 23:16:19 +00:00
PlayerConnectionUtils.ensureMainThread(packetplayinclosewindow, this, this.player.getWorldServer());
2018-07-04 01:57:33 +00:00
if (this.player.isFrozen()) return; // CraftBukkit
- CraftEventFactory.handleInventoryCloseEvent(this.player); // CraftBukkit
+ CraftEventFactory.handleInventoryCloseEvent(this.player, org.bukkit.event.inventory.InventoryCloseEvent.Reason.PLAYER); // CraftBukkit // Paper
2018-07-18 23:16:19 +00:00
this.player.m();
2018-07-04 01:57:33 +00:00
}
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
index 304cae655d..6d511b6230 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
2018-07-19 04:42:43 +00:00
@@ -422,7 +422,7 @@ public abstract class PlayerList {
2018-07-18 23:16:19 +00:00
entityplayer.a(StatisticList.LEAVE_GAME);
2018-07-04 01:57:33 +00:00
// CraftBukkit start - Quitting must be before we do final save of data, in case plugins need to modify it
- org.bukkit.craftbukkit.event.CraftEventFactory.handleInventoryCloseEvent(entityplayer);
+ org.bukkit.craftbukkit.event.CraftEventFactory.handleInventoryCloseEvent(entityplayer, org.bukkit.event.inventory.InventoryCloseEvent.Reason.DISCONNECT); // Paper
PlayerQuitEvent playerQuitEvent = new PlayerQuitEvent(cserver.getPlayer(entityplayer), "\u00A7e" + entityplayer.getName() + " left the game");
cserver.getPluginManager().callEvent(playerQuitEvent);
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
index 92fe80316f..70a4dbe26b 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
2018-08-02 02:49:47 +00:00
@@ -412,8 +412,13 @@ public class CraftHumanEntity extends CraftLivingEntity implements HumanEntity {
2018-07-04 01:57:33 +00:00
}
public void closeInventory() {
- getHandle().closeInventory();
+ // Paper start
+ getHandle().closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.PLUGIN);
}
+ public void closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ getHandle().closeInventory(reason);
+ }
+ // Paper end
public boolean isBlocking() {
return getHandle().isBlocking();
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
2018-09-28 23:31:59 +00:00
index 898371e5f4..912b2e6284 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
2018-09-01 10:09:13 +00:00
@@ -740,7 +740,7 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
2018-07-04 01:57:33 +00:00
// Close any foreign inventory
if (getHandle().activeContainer != getHandle().defaultContainer) {
- getHandle().closeInventory();
+ getHandle().closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.TELEPORT); // Paper
}
// Check if the fromWorld and toWorld are the same.
diff --git a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
index 29d8773f2e..ea787a523c 100644
2018-07-04 01:57:33 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
+++ b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
2018-09-17 07:06:34 +00:00
@@ -929,8 +929,19 @@ public class CraftEventFactory {
2018-07-04 01:57:33 +00:00
return event;
}
+ // Paper start
2018-07-04 16:33:38 +00:00
+
+ /**
+ * Incase plugins hooked into this or Spigot adds a new inventory close event. Prefer to pass a reason
+ * @param human
+ */
+ @Deprecated
public static void handleInventoryCloseEvent(EntityHuman human) {
- InventoryCloseEvent event = new InventoryCloseEvent(human.activeContainer.getBukkitView());
+ handleInventoryCloseEvent(human, org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNKNOWN);
+ }
2018-07-04 01:57:33 +00:00
+ public static void handleInventoryCloseEvent(EntityHuman human, org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ InventoryCloseEvent event = new InventoryCloseEvent(human.activeContainer.getBukkitView(), reason);
+ // Paper end
human.world.getServer().getPluginManager().callEvent(event);
human.activeContainer.transferTo(human.defaultContainer, human.getBukkitEntity());
}
--
Improve Light Queue and force enable it for all
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes #1466
Fixes #1431
2018-09-22 15:46:31 +00:00
2.19.0
2018-07-04 01:57:33 +00:00