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Paper-Old/patches/server/0677-Add-PlayerSetSpawnEvent.patch

147 Zeilen
9.7 KiB
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2021-08-06 22:37:38 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Wed, 19 May 2021 18:59:10 -0700
Subject: [PATCH] Add PlayerSetSpawnEvent
diff --git a/src/main/java/net/minecraft/server/commands/SetSpawnCommand.java b/src/main/java/net/minecraft/server/commands/SetSpawnCommand.java
2022-06-08 11:31:06 +02:00
index ce1c7512cc368e196ae94ee22c6a228c975b4980..1e41de9523c5fa3b9cfced798a5c35a24ec9d349 100644
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--- a/src/main/java/net/minecraft/server/commands/SetSpawnCommand.java
+++ b/src/main/java/net/minecraft/server/commands/SetSpawnCommand.java
@@ -32,9 +32,21 @@ public class SetSpawnCommand {
private static int setSpawn(CommandSourceStack source, Collection<ServerPlayer> targets, BlockPos pos, float angle) {
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ResourceKey<Level> resourceKey = source.getLevel().dimension();
+ final Collection<ServerPlayer> actualTargets = new java.util.ArrayList<>(); // Paper
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for(ServerPlayer serverPlayer : targets) {
- serverPlayer.setRespawnPosition(resourceKey, pos, angle, true, false);
+ // Paper start - PlayerSetSpawnEvent
+ if (serverPlayer.setRespawnPosition(resourceKey, pos, angle, true, false, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.COMMAND)) {
+ actualTargets.add(serverPlayer);
+ }
+ // Paper end
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}
+ // Paper start
+ if (actualTargets.isEmpty()) {
+ return 0;
+ } else {
+ targets = actualTargets;
+ }
+ // Paper end
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String string = resourceKey.location().toString();
if (targets.size() == 1) {
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diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index a02b02c71ac6dddcccb10a6aa7993337ed04b829..18f67094f0ce0902963a118744f9fd48f53273c8 100644
2021-08-06 22:37:38 +02:00
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -1272,7 +1272,7 @@ public class ServerPlayer extends Player {
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} else if (this.bedBlocked(blockposition, enumdirection)) {
return Either.left(Player.BedSleepingProblem.OBSTRUCTED);
} else {
- this.setRespawnPosition(this.level.dimension(), blockposition, this.getYRot(), false, true);
+ this.setRespawnPosition(this.level.dimension(), blockposition, this.getYRot(), false, true, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.BED); // Paper - PlayerSetSpawnEvent
if (this.level.isDay()) {
return Either.left(Player.BedSleepingProblem.NOT_POSSIBLE_NOW);
} else {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -2113,12 +2113,33 @@ public class ServerPlayer extends Player {
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return this.respawnForced;
}
+ @Deprecated // Paper
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public void setRespawnPosition(ResourceKey<Level> dimension, @Nullable BlockPos pos, float angle, boolean forced, boolean sendMessage) {
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+ // Paper start
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+ this.setRespawnPosition(dimension, pos, angle, forced, sendMessage, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.UNKNOWN);
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+ }
+ public boolean setRespawnPosition(ResourceKey<Level> dimension, @Nullable BlockPos pos, float angle, boolean forced, boolean sendMessage, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause cause) {
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+ Location spawnLoc = null;
+ boolean willNotify = false;
if (pos != null) {
boolean flag2 = pos.equals(this.respawnPosition) && dimension.equals(this.respawnDimension);
+ spawnLoc = net.minecraft.server.MCUtil.toLocation(this.getServer().getLevel(dimension), pos);
+ spawnLoc.setYaw(angle);
+ willNotify = sendMessage && !flag2;
+ }
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+ com.destroystokyo.paper.event.player.PlayerSetSpawnEvent event = new com.destroystokyo.paper.event.player.PlayerSetSpawnEvent(this.getBukkitEntity(), cause, spawnLoc, forced, willNotify, willNotify ? net.kyori.adventure.text.Component.translatable("block.minecraft.set_spawn") : null);
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+ if (!event.callEvent()) {
+ return false;
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+ }
+ if (event.getLocation() != null) {
+ dimension = event.getLocation().getWorld() != null ? ((CraftWorld) event.getLocation().getWorld()).getHandle().dimension() : dimension;
+ pos = net.minecraft.server.MCUtil.toBlockPosition(event.getLocation());
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+ angle = (float) event.getLocation().getYaw();
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+ forced = event.isForced();
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+ // Paper end
- if (sendMessage && !flag2) {
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- this.sendSystemMessage(Component.translatable("block.minecraft.set_spawn"));
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+ if (event.willNotifyPlayer() && event.getNotification() != null) { // Paper
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+ this.sendSystemMessage(PaperAdventure.asVanilla(event.getNotification())); // Paper
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}
this.respawnPosition = pos;
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -2132,6 +2153,7 @@ public class ServerPlayer extends Player {
this.respawnForced = false;
}
+ return true; // Paper
}
public void trackChunk(ChunkPos chunkPos, Packet<?> chunkDataPacket) {
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diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index 627cf258312e5dc7a129286de6dcb4c028f846ac..456031783aa902c8fd40050aa2b8d051b996d71d 100644
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--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
@@ -902,13 +902,13 @@ public abstract class PlayerList {
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f1 = (float) Mth.wrapDegrees(Mth.atan2(vec3d1.z, vec3d1.x) * 57.2957763671875D - 90.0D);
}
- entityplayer1.setRespawnPosition(worldserver1.dimension(), blockposition, f, flag1, false);
+ entityplayer1.setRespawnPosition(worldserver1.dimension(), blockposition, f, flag1, false, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.PLAYER_RESPAWN); // Paper - PlayerSetSpawnEvent
flag2 = !flag && flag3;
isBedSpawn = true;
location = new Location(worldserver1.getWorld(), vec3d.x, vec3d.y, vec3d.z, f1, 0.0F);
} else if (blockposition != null) {
entityplayer1.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.NO_RESPAWN_BLOCK_AVAILABLE, 0.0F));
- entityplayer1.setRespawnPosition(null, null, 0f, false, false); // CraftBukkit - SPIGOT-5988: Clear respawn location when obstructed
+ entityplayer1.setRespawnPosition(null, null, 0f, false, false, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.PLAYER_RESPAWN); // CraftBukkit - SPIGOT-5988: Clear respawn location when obstructed // Paper - PlayerSetSpawnEvent
}
}
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diff --git a/src/main/java/net/minecraft/world/level/block/RespawnAnchorBlock.java b/src/main/java/net/minecraft/world/level/block/RespawnAnchorBlock.java
2022-06-08 11:31:06 +02:00
index c3e49a781f838e6a46cb89744f3f1846de182275..c2f3d3a09327e7cb7d3167609eb3ce68eadf6443 100644
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--- a/src/main/java/net/minecraft/world/level/block/RespawnAnchorBlock.java
+++ b/src/main/java/net/minecraft/world/level/block/RespawnAnchorBlock.java
2022-05-29 21:54:25 +02:00
@@ -72,9 +72,14 @@ public class RespawnAnchorBlock extends Block {
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if (!world.isClientSide) {
ServerPlayer serverPlayer = (ServerPlayer)player;
if (serverPlayer.getRespawnDimension() != world.dimension() || !pos.equals(serverPlayer.getRespawnPosition())) {
- serverPlayer.setRespawnPosition(world.dimension(), pos, 0.0F, false, true);
+ if (serverPlayer.setRespawnPosition(world.dimension(), pos, 0.0F, false, true, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.RESPAWN_ANCHOR)) { // Paper - PlayerSetSpawnEvent
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world.playSound((Player)null, (double)pos.getX() + 0.5D, (double)pos.getY() + 0.5D, (double)pos.getZ() + 0.5D, SoundEvents.RESPAWN_ANCHOR_SET_SPAWN, SoundSource.BLOCKS, 1.0F, 1.0F);
return InteractionResult.SUCCESS;
+ // Paper start - handle failed set spawn
+ } else {
+ return InteractionResult.FAIL;
+ }
+ // Paper end
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}
}
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diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
index 9aa34da34b3a71c4c685ad5059f0bc69ce8352a0..8ac816295ce5bc9f2696fe790f4319e5ba16116f 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -1285,9 +1285,9 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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@Override
public void setBedSpawnLocation(Location location, boolean override) {
if (location == null) {
- this.getHandle().setRespawnPosition(null, null, 0.0F, override, false);
+ this.getHandle().setRespawnPosition(null, null, 0.0F, override, false, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.PLUGIN); // Paper - PlayerSetSpawnEvent
} else {
- this.getHandle().setRespawnPosition(((CraftWorld) location.getWorld()).getHandle().dimension(), new BlockPos(location.getBlockX(), location.getBlockY(), location.getBlockZ()), location.getYaw(), override, false);
+ this.getHandle().setRespawnPosition(((CraftWorld) location.getWorld()).getHandle().dimension(), new BlockPos(location.getBlockX(), location.getBlockY(), location.getBlockZ()), location.getYaw(), override, false, com.destroystokyo.paper.event.player.PlayerSetSpawnEvent.Cause.PLUGIN); // Paper - PlayerSetSpawnEvent
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}
}