By updating these dependencies, we bring in a couple fixes that should improve network performance:
Use TCP_NODELAY for the Java connection
Use Epoll/KQueue if possible for the Java connection
Only use one event loop for the Java connection
Fix Netty dependencies so Spigot and BungeeCord can use native network types
Currently, Geyser-Spigot pre-1.12 breaks with these changes. It is unlikely that this will be fixed.
Geyser now supports block picking for item frames. It checks to see if the item frame has an item in it - if so, it attempts the same block picking process with the item inside (NBT included). Otherwise, it attempts to pick for an item frame item.
This commit also improves item frames by having the internal map store the entity and not the ID - in many situations, this prevents two maps from having to be searched. Additionally, item frames are no longer despawned if an item is placed on them - rather, it waits until the server tells us to despawn the entity.
Bedrock Edition allows you to swap out armor by right-clicking an item in your inventory, even when armor in that slot is already equipped. This PR prevents Bedrock from performing this action if both slots are occupied (which Java Edition will not do).
Items such as wall torch blocks currently do not have a place sound on standalone, as their block identifier differs from their item identifier. This commit uses the pick item logic in order to fix place sounds for such blocks.
Java Edition has a tags system that allows for some server-side control of certain properties. This PR allows for piglin trading items, wool, and flowers to be determined from the server.
For the InteractAt type of packet of the PlayerInteractEntityPacket, Java sends a diff between the entity's current position and the hit result of its cursor. Bedrock sends the full vector location in its interaction. Therefore, we just do the diff ourselves.
This fixes taking armor off of armor stands.
Java plays a client-side-only effect when feeding animals. This commit abstracts out the feeding code we already have for interactive tag and checks it when right-clicking any animal that is a baby.
* Fix some raid entities up
- Show axe when vindicator is attacking
- Show arm movement and spell color when evoker summons
* Reduce the amount of casting
Because apparently it's not just a constant; it makes a new array every time.
Also, GeyserSession#tick() does not need to be public and I made enchantments in commands use the Java list.
If the server spams the window property update packet, then the network ID assigned for each enchanting slot will update too quickly, essentially disabling enchanting. This commit remedies this by only updating the network ID of each slot if a property changed.
* Fix horse health display
* Fix horses warping back when damaged
* Fix horse jumping animation
* Fix horses not taking damage while standing on magma
* Allow mules and donkeys to jump
This commit brings full support for crawling, sneaking under 1.5-block-tall spaces, and swimming in one-block areas. There is a check in place that decreases the player's speed to something comparable to Java if they are in a situation where they would otherwise go at normal walking speed (for example: without the check, a Bedrock player would go at full walking speed while crawling).
On Bedrock, a banner must be placed in the chestplate slot in order to be visible. On Java Edition, banners are placed in the helmet slot. This commit fixes the issue by migrating banners to the chestplate spot if the chestplate spot is empty.
This commit also fixes pillager poses if they're not holding a crossbow, along with a couple other optimizations.
Conveniently enough, the minecart furnace icon still exists in the vanilla Bedrock Edition game (thanks to Kastle for this discovery). With this and the translation string still being present, we can add the item into the game with only minor issues.
- If GeyserConnector.getPlayerByUuid is given null, it will return null
- Never set a session's UUID to null if possible - but have precautions if for some reason it is
Note that this needs to be revisited to see if it's even needed, or perhaps some sort of Guava cache.
- `getCachedPlayerEntityLink` now removes the entry if found
- Skulls will not have player entity links so we shouldn't bother checking
- Clear the entity link cache on dimension switch
- Shield code is now down as the player is sneaking - it doesn't wait for the server to update our sneaking status
- Shield is now applied correctly when sneaking and then moving to the shield item
* Update Adventure from 4.5.0 to 4.7.0
* Fix test failure due to changes in Adventure color mapping
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
For whatever reason, item frames use the PlayerActionPacket in any non-creative gamemode, but creative mode keeps existing behavior. This has the benefit of fixing adventure mode item frame item dropping.
This commit implements 1.16.210 support while still keeping 1.16.100 and 1.16.210 compatibility.
Co-authored-by: AJ Ferguson <AJ-Ferguson@users.noreply.github.com>
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Fix logging into a server with Fabric Networking API
Turns out we prevented the response to LoginPluginRequestPacket. Fabric API 0.28 and later will not let a client join without this response.
* Switch back to Jitpack just for Protocol to prevent weird errors
* Re-add sub protocol check
* Simplify check
* Update protocol lib and fastutil
Move away from jitpack since we store each unique snapshot build in the opencollab repo.
Also, trove hasn't existed in the network repo for quite some time so the exclusion isn't needed anymore.
* Store fastutil version in a property
* Store adventure version in a property
Firework stars, unsurprisingly, share some code with fireworks. This commit adds a new FireworkBaseTranslator abstract class that both firework items extend from, in order to use the explosion translation code. Firework stars also show color.
Armor stands now show armor if invisible. This allows both names and armor to show on an armor stand, and should allow for custom models that use armor stands to show, to an extent.
Barrels are a bit more complicated to lump in with chests for the time being. It *can* be fixed, but it requires workarounds.
This reverts commit 07f36affb9.
Merge commands with the same parameters (thanks Supreme)
Add more suggestion types (blocks, items, entities)
More optimizations
Co-authored-by: SupremeMortal <6178101+SupremeMortal@users.noreply.github.com>
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>