When a client tries to break a block it assumes it has done so unless told
otherwise by the server. This means the client also wipes out any tile
entity data it has for the block as well. We do not send this data when
updating the client so clients lose things like text on signs, skull type,
etc when they aren't allowed to break the block.
Vanilla has its own handlers for plugin channel messages for things like
texture packs, books, and anvils. When vanilla handles one of these messages
we should not also pass it to plugins because they will be duplicating work
and potentially running in to situations our plugin system isn't setup to
handle. This is how 1.3.2 worked but was lost in the 1.4.2 update.
This change affects the old chat compatibility layer from an
implementation only standpoint. It does not queue the 'event' to fire,
but rather queues a runnable that allows the calling thread to wait for
execution to finish.
The other effect of this change is that rcon connects now have their
commands queued to be run on next server tick using the same
implementation.
The internal implementation is in org.bukkit.craftbukkit.util.Waitable.
It is very similar to a Future<T> task, but only contains minimal
implementation with object.wait() and object.notify() calls
under the hood of waitable.get() and waitable.run().
PlayerPreLoginEvent now properly implements thread-safe event execution
by queuing the events similar to chat and rcon. This is still a poor way
albeit proper way to implement thread-safety; PlayerPreLoginEvent will
stay deprecated.
When 1.3.1 was released, a try-catch block was removed from the tick
loop that called the method in NMS to handle commands. This restores a
try-catch to prevent the console from crashing the server.
Added two utility collections for use with PlayerChatEvents allowing lazier
initialization of events and less need to synchronize against the player
list.
Provided a hidden queue system for similar logic to pre-1.3 chat. When a
plugin is listening for the deprecated PlayerChatEvent, all chat will be
delayed to be mirror executed from the main thread. All developers are
encouraged to immediately update to the developmental Bukkit chat API as a
minimum transition for server stability.
Additionally, changes were required to bring thread-safety to the flow
logic. CopyOnWriteArrayList is the only viable means to produce thread
safety with minimal diff; using a sane pre-implemented collection would
require reworking of sections of NMS logic.
As a minor change, implemented expected functionality for
PlayerCommandPreProcessEvent. Setting the player should now change the
player executing the command.
Added newlines at the end of files
Fixed improper line endings on some files
Matched start - end comments
Added some missing comments for diffs
Fixed syntax on some spots
Minimized some diff
Removed some no longer used files
Added comment on some required files with no changes
Fixed imports of items used once
Added imports for items used more than once
See the corresponding Bukkit commit for details.
Implementation details:
- Any packets that include an itemstack will send air stacks as null; maybe this will even eliminate the client crash that occurs if the client receives an air stack
- Better handling of null itemstacks in general (ie less converting them to air stacks)
- Inventory.setContents() can now take an array smaller than the inventory without error
- Player.updateInventory() should now correctly update the result slot in a crafting inventory
Some small credit goes to Afforess (initial implementation of openInventory() methods) and Drakia (initial implementation of InventoryOpenEvent and InventoryCloseEvent).
We know these updates (can) break plugins bypassing Bukkit. They are needed for
smooth updates however. There will be another one right before before 1.1-R1.