Commit Graph

3168 Commits

Author SHA1 Message Date
Minecrell 801e2ee3b1 Refresh player inventory when cancelling PlayerInteractEntityEvent (#1205)
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.
2018-07-13 16:52:34 -04:00
Minecrell 778d4b24f3 Avoid visual issues for adjacent blocks when cancelling PIE (#1198)
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.
2018-07-13 02:48:51 -05:00
Minecrell 81688d28d2 Avoid Netty buffer leak in LegacyPingHandler. Fixes #1200 (#1201)
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.
2018-07-13 02:43:56 -05:00
Zach Brown 5b02e5736a
Update upstream B/CB 2018-07-13 02:39:44 -05:00
Aikar db4ecc9d9d
Multitude of changes to attempt to fix #1199 2018-07-12 16:50:17 -04:00
Shane Freeder 73b214a515
Don't send digged block updates for unloaded chunks 2018-07-12 15:19:33 +01:00
Aikar 7bb3f45ce1
don't use a stream for entity counts (performance) 2018-07-10 01:06:09 -04:00
Shane Freeder aa3751e974
hopefully fix entity issues - #1199
@Aikar
2018-07-09 19:48:49 +01:00
Aikar 6745297b05
Only use stored chunk ref if it matches current chunk registration
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.
2018-07-08 22:39:46 -04:00
Aikar 18c1127fcd
Improve bed search pattern to go inwards out for bed search radius 2018-07-08 03:30:40 -04:00
Aikar 17525cd54b
Fix weird bugs with entities - Fixes #1195 2018-07-05 18:39:43 -04:00
Aikar 0ae8b2f893
Missed a case where to remove a chunk lookup on TE removal (performance, not bug fix) 2018-07-04 17:29:10 -04:00
Aikar e4b436a05d
[CI-SKIP] Remove paper tags - Fixes #1192 2018-07-04 17:26:54 -04:00
Aikar 5da42b1fb2
Fix Tile Entities - #1192 Fixed 2018-07-04 17:22:38 -04:00
Aikar 3d1f804a22
Vex#getOwner API
Get's the NPC that summoned this Vex
2018-07-04 15:32:30 -04:00
Aikar 467d4d463e
Configurable Bed Search Radius
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.
2018-07-04 15:23:15 -04:00
Aikar fcdc18e556
support plugins calling OBC directly for inventory close event 2018-07-04 12:33:38 -04:00
Aikar bbfb696f30
Avoid Chunk Lookups for Entity/TileEntity Current Chunk
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.
2018-07-04 03:58:56 -04:00
Aikar 18c3716c49
Current Chunk for Entity and Block Entities, counts by entity type
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.
2018-07-04 03:58:56 -04:00
Aikar f534210885
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.
2018-07-03 21:57:33 -04:00
Brokkonaut e19ed02025
Add World.getEntity(UUID) API
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
2018-07-03 14:53:28 -05:00
BillyGalbreath 8f1e26286f
Add config to disable ender dragon legacy check (#1167) 2018-07-03 14:48:54 -05:00
Brokkonaut 2ed792d699
Improve ProjectileHitEvent to include the BlockFace where the projectile has hit (#1182) 2018-07-03 14:34:42 -05:00
Shane Freeder aedf167268
Cleanup allocated favicon ByteBuf (fixes #1191)
Cleanups a bytebuffer which was allocated during the encoding of the
favicon to be sent to the client.
2018-07-03 19:19:47 +01:00
Shane Freeder a48b6064a8
Extend Player Interact cancellation to handle FlowerPots 2018-07-03 04:45:52 +01:00
Aikar 2adb879802
Add Critical missing Bukkit API - setTarget/getTarget moved down to SentientNPC
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.
2018-07-01 22:10:21 -04:00
Aikar 5659d66915
Subtraction goes down, not up. Silly me. 2018-06-30 04:45:17 -04:00
Aikar b922ff9886
Fix issues with getBlockState(false) not loading Tile Entity 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.
2018-06-30 01:40:52 -04:00
Aikar 98555e9b90
LivingEntity Hand Raised/Item Use API
How long an entity has raised hands to charge an attack or use an item

Also aliased isHandsRaised for isChargingAttack in RangedEntity
2018-06-29 00:55:29 -04:00
Aikar 7abf2eeeac
RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:08:01 -04:00
Aikar ae79aa3436
EntityPathfindEvent should be an EntityEvent 2018-06-25 22:09:11 -04:00
kashike ffcba0f43c
Merge pull request #1173 from Minecrell/jline-event-expansion
Disable JLine event expansion
2018-06-25 11:47:33 -07:00
Minecrell eb7341f821 Disable JLine event expansion. Fixes #1171 2018-06-25 17:40:35 +02:00
Aikar ff572760c4
ItemStack API additions for quantity/flags/lore 2018-06-22 23:03:46 -04:00
Aikar f0cb089a24
Fix another case where villages load chunks 2018-06-21 22:58:09 -04:00
Aikar 9b1e9b43ff
Update Upstream 2018-06-20 23:29:33 -04:00
Aikar 980d53d156
Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.
2018-06-20 23:19:46 -04:00
Brokkonaut a5285de480 Add EntityKnockbackByEntityEvent (#1162)
This event is called when an entity receives knockback by another entity. The knockback can be modified in the event. If the event is cancelled the entity is not knocked back.
2018-06-20 21:59:11 -04:00
BillyGalbreath 4f20c7ab67 Add "getNearbyXXX" methods to Location (#1160) 2018-06-20 21:30:09 -04:00
Aikar d5817e9910
Fire EntityShootBowEvent for Illusioner 2018-06-18 22:19:59 -04:00
Zach Brown 384059607e
Tie PlayerList#moveToWorld safety to existing config
Also renames patch file to better express what it's doing.

It is presumed that those using this config option intend for
suffocation checks to be disabled in all instances. In doing so, they
inherently assume the advantages and issues associated with removing
said safety check.

If the community expresses a desire for more specific options regarding
the handling of this safety feature, we can investigate providing them.

Fixes GH-1149
2018-06-18 16:27:33 -05:00
theminecoder b02d49beaa Fix PluginCommand to not wrap exceptions before ServerExceptionEvent can get to it (#1130) 2018-06-18 16:03:09 -05:00
BillyGalbreath efb52083b9 [CI-SKIP] Clarify Event#callEvent() JavaDoc (#1158) 2018-06-18 15:42:39 -05:00
Aikar c92fa14d36
PlayerReadyArrowEvent
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
2018-06-18 01:13:16 -04:00
Aikar 76d60b167f
EntityShootBowEvent consumeArrow and getArrowItem API
Adds ability to get what arrow was shot, and control if it should be consumed.
2018-06-18 00:39:04 -04:00
Aikar 9fee3b6963
accidently set the wrong collection on last commit
copy pasting...
2018-06-16 16:32:26 -04:00
Aikar 708d52ca03
Ignore Missing Recipes in RecipeBook to avoid data errors
This code was causing NPE's in saving player data, potentially related to reloads.
2018-06-16 16:30:29 -04:00
BillyGalbreath 1ae07ecf52 Make shield blocking delay configurable (#1154)
Resolves #1153
2018-06-16 15:54:35 -04:00
Aikar 89aa04f9ed
Make SentientNPC extend LivingEntity 2018-06-16 14:28:13 -04:00
Aikar ed61b2982e
Add SentientNPC Interface to Entities
Used to determine ACTUAL Living NPC's. Spigot mistakenly inversed the conditions for LivingEntity, and
used LivingEntity for Insentient Entities, and named the actual EntityLiving class EntityInsentient.

This should of all been inversed on the implementation side. To make matters worse, Spigot never
exposed the differentiator that there are entities with AI that are not sentient/alive such as
Armor stands and Players are the only things that do not implement the REAL EntityLiving class (named Insentient internally)

This interface lets you identify NPC entities capable of sentience, and able to move about and react to the world.
2018-06-16 14:01:01 -04:00