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57dd397155
Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: b999860d SPIGOT-2304: Add LootGenerateEvent CraftBukkit Changes:77fd87e4
SPIGOT-2304: Implement LootGenerateEventa1a705ee
SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent41712edd
SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
86 Zeilen
4.8 KiB
Diff
86 Zeilen
4.8 KiB
Diff
From 6472f6dc846a23a7a031dc575368ab1650ba63de Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Oct 2018 12:05:28 -0700
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Subject: [PATCH] Add PlayerConnectionCloseEvent
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This event is invoked when a player has disconnected. It is guaranteed that,
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if the server is in online-mode, that the provided uuid and username have been
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validated.
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The event is invoked for players who have not yet logged into the world, whereas
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PlayerQuitEvent is only invoked on players who have logged into the world.
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The event is invoked for players who have already logged into the world,
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although whether or not the player exists in the world at the time of
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firing is undefined. (That is, whether the plugin can retrieve a Player object
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using the event parameters is undefined). However, it is guaranteed that this
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event is invoked AFTER PlayerQuitEvent, if the player has already logged into
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the world.
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This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
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been called beforehand, and this event may not be called in parallel with
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AsyncPlayerPreLoginEvent for the same connection.
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Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
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PlayerConnectionCloseEvent is never called.
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The event may be invoked asynchronously or synchronously. As it stands,
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it is never invoked asynchronously. However, plugins should check
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Event#isAsynchronous to be future-proof.
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On purpose, the deprecated PlayerPreLoginEvent event is left out of the
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API spec for this event. Plugins should not be using that event, and
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how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
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is undefined.
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diff --git a/src/main/java/net/minecraft/server/LoginListener.java b/src/main/java/net/minecraft/server/LoginListener.java
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index 47cf105019..f1222fcb2b 100644
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--- a/src/main/java/net/minecraft/server/LoginListener.java
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+++ b/src/main/java/net/minecraft/server/LoginListener.java
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@@ -35,9 +35,9 @@ public class LoginListener implements PacketLoginInListener {
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private final byte[] e = new byte[4];
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private final MinecraftServer server;
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public final NetworkManager networkManager;
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- private LoginListener.EnumProtocolState g;
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+ private LoginListener.EnumProtocolState g; public final LoginListener.EnumProtocolState getLoginState() { return this.g; }; // Paper - OBFHELPER
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private int h;
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- private GameProfile i; private void setGameProfile(final GameProfile profile) { this.i = profile; } private GameProfile getGameProfile() { return this.i; } // Paper - OBFHELPER
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+ private GameProfile i; private void setGameProfile(final GameProfile profile) { this.i = profile; } public GameProfile getGameProfile() { return this.i; } // Paper - OBFHELPER
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private final String j;
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private SecretKey loginKey;
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private EntityPlayer l;
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diff --git a/src/main/java/net/minecraft/server/NetworkManager.java b/src/main/java/net/minecraft/server/NetworkManager.java
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index d4aad8a5b7..b1dededc15 100644
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--- a/src/main/java/net/minecraft/server/NetworkManager.java
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+++ b/src/main/java/net/minecraft/server/NetworkManager.java
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@@ -336,6 +336,26 @@ public class NetworkManager extends SimpleChannelInboundHandler<Packet<?>> {
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this.i().a(new ChatMessage("multiplayer.disconnect.generic", new Object[0]));
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}
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this.packetQueue.clear(); // Free up packet queue.
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+ // Paper start - Add PlayerConnectionCloseEvent
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+ final PacketListener packetListener = this.i();
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+ if (packetListener instanceof PlayerConnection) {
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+ /* Player was logged in */
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+ final PlayerConnection playerConnection = (PlayerConnection) packetListener;
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+ new com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent(playerConnection.player.uniqueID,
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+ playerConnection.player.getName(), ((java.net.InetSocketAddress)socketAddress).getAddress(), false).callEvent();
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+ } else if (packetListener instanceof LoginListener) {
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+ /* Player is login stage */
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+ final LoginListener loginListener = (LoginListener) packetListener;
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+ switch (loginListener.getLoginState()) {
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+ case READY_TO_ACCEPT:
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+ case DELAY_ACCEPT:
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+ case ACCEPTED:
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+ final com.mojang.authlib.GameProfile profile = loginListener.getGameProfile(); /* Should be non-null at this stage */
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+ new com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent(profile.getId(), profile.getName(),
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+ ((java.net.InetSocketAddress)socketAddress).getAddress(), false).callEvent();
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+ }
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+ }
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+ // Paper end
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}
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}
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--
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2.26.2
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