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synchronisiert 2024-12-24 07:10:10 +01:00
[Bleeding] Handle players disconnecting during respawn. Fixes BUKKIT-4327
Prior to this commit, a player disconnected during a respawn event would remain in memory. This causes a ghosting issue of players in the slot count and player list, as well as a reference leak. This commit avoids re-adding the player to the player list (and world) if they are disconnected. This ensures that the remainder of the respawn logic is completed as well as ensuring a duplicate player is not left on the server. This commit also saves the player's file at the end of the method if they have been disconnected to ensure that their next login is accurate to the respawn event's actions. A player that was revived and disconnected will reconnect as revived.
Dieser Commit ist enthalten in:
Ursprung
d7d81fa68f
Commit
c59ba98ae6
@ -498,10 +498,14 @@ public abstract class PlayerList {
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entityplayer1.playerConnection.sendPacket(new PacketPlayOutSpawnPosition(chunkcoordinates1.x, chunkcoordinates1.y, chunkcoordinates1.z));
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entityplayer1.playerConnection.sendPacket(new PacketPlayOutSpawnPosition(chunkcoordinates1.x, chunkcoordinates1.y, chunkcoordinates1.z));
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entityplayer1.playerConnection.sendPacket(new PacketPlayOutExperience(entityplayer1.exp, entityplayer1.expTotal, entityplayer1.expLevel));
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entityplayer1.playerConnection.sendPacket(new PacketPlayOutExperience(entityplayer1.exp, entityplayer1.expTotal, entityplayer1.expLevel));
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this.b(entityplayer1, worldserver);
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this.b(entityplayer1, worldserver);
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// CraftBukkit start
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// Don't re-add player to player list if disconnected
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if (!entityplayer.playerConnection.isDisconnected()) {
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worldserver.getPlayerChunkMap().addPlayer(entityplayer1);
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worldserver.getPlayerChunkMap().addPlayer(entityplayer1);
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worldserver.addEntity(entityplayer1);
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worldserver.addEntity(entityplayer1);
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this.players.add(entityplayer1);
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this.players.add(entityplayer1);
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// CraftBukkit start - Added from changeDimension
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}
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// Added from changeDimension
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this.updateClient(entityplayer1); // Update health, etc...
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this.updateClient(entityplayer1); // Update health, etc...
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entityplayer1.updateAbilities();
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entityplayer1.updateAbilities();
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Iterator iterator = entityplayer1.getEffects().iterator();
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Iterator iterator = entityplayer1.getEffects().iterator();
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@ -515,11 +519,17 @@ public abstract class PlayerList {
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// CraftBukkit end
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// CraftBukkit end
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entityplayer1.setHealth(entityplayer1.getHealth());
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entityplayer1.setHealth(entityplayer1.getHealth());
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// CraftBukkit start - Don't fire on respawn
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// CraftBukkit start
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// Don't fire on respawn
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if (fromWorld != location.getWorld()) {
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if (fromWorld != location.getWorld()) {
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PlayerChangedWorldEvent event = new PlayerChangedWorldEvent((Player) entityplayer1.getBukkitEntity(), fromWorld);
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PlayerChangedWorldEvent event = new PlayerChangedWorldEvent((Player) entityplayer1.getBukkitEntity(), fromWorld);
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Bukkit.getServer().getPluginManager().callEvent(event);
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Bukkit.getServer().getPluginManager().callEvent(event);
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}
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}
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// Save player file again if they were disconnected
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if (entityplayer.playerConnection.isDisconnected()) {
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this.b(entityplayer1);
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}
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// CraftBukkit end
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// CraftBukkit end
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return entityplayer1;
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return entityplayer1;
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