Added code that refreshes the player's skin by sending packets with a special order, telling the client to respawn the player and re-apply the game profile
This is useful for project developers switching back and forth between
1.12.2 and 1.13 so we can have our IDE automatically use the
current version we are working on for included mc-dev files.
This won't happen anyways if the user has
"skip ticking for entities in chunks scheduled for unload" turned on,
but if they don't, protect from this instant killing the entity to
keep it vanilla in behavior
a player may teleport away, and trigger instant despawn
Spigot had code that returned early in chunk add/remove methods.
This was causing our code added to set current chunks and counts to
be skipped over if the entity was default not persistent but made persistent.
This was the source of many issues
Fixes#1208
When interacting with entities with an item, the client will assume
the interaction is successful, and update the held item on the
client. However, if the interaction is cancelled on the server side,
the client will still mistakenly remove/replace the item in hand.
Examples for this are milking cows with a bucket or dyeing sheep.
The bucket is replaced with milk and the dye removed from inventory.
Refresh the player inventory when PlayerInteractEntityEvent is
cancelled to avoid this problem.
The adjacent blocks of doors, double plants, pistons and beds need
to be updated manually from the server when cancelling a block break
from a player, as it otherwise causes the other parts to disappear
on the client.
This is already done for doors but only for the BlockBreakEvent,
not for PlayerInteractEvent. Move the code to a common method
and also handle the other blocks in similar ways.
The extra buffer used to decode the strings sent by the client
in the legacy ping protocol was never released. However, creating
an extra copy of the buffer just to decode it to a string isn't
actually necessary: We can just call toString() directly on the
original buffer.
Additionally, free the buffer in handlerRemoved() to handle cases
where the client never sends enough bytes to form a valid legacy
ping request.
Closes#1197
While this really undoes a lot of the desired performance gains avoiding chunk lookups,
we sadly have to accept this because we are seeing lots of bugs with entities.
Allows you to increase how far to check for a safe place to respawn
a player near their bed, allowing a better chance to respawn the
player at their bed should it of became obstructed.
Defaults to vanilla 1.
In many places where we simply want the current chunk the entity
is in, instead of doing a hashmap lookup for it, we now have access
to the object directly on the Entity/TileEntity object we can directly grab.
Use that local value instead to reduce lookups in many hot places.
This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.
We also store counts by type to further enable other performance optimizations in later patches.
This is the best way to get an entity when the world and its UUID are known.
It is faster than Server.getEntity(UUID) because it does not have to iterate all worlds
This fixes a CRITICAL missing part of the Bukkit API due to mistakes on upstream
refusing to implement the Sentient NPC baseclass of all NPC's.
Until now, the Bukkit API has not provided a way for accessing and setting
a non creature entities target.
Although Flying, Slime, Ambient, and Water mobs all supported targets internally,
you were unable to get/set it.
Now with the SentientNPC API and these API's moved down, every sentient NPC has
access to target data.
This only impacted people who used our useSnapshots new API in a plugin,
which obviously was no one as the data result was completely broken.
Merged the NPE check patch into mine since it has to handle it too.