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Paper-Old/patches/server/0183-Player.setPlayerProfile-API.patch

146 Zeilen
7.5 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 18 Mar 2018 12:29:48 -0400
Subject: [PATCH] Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.
diff --git a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
index 4627d2a785120c6e69fc3c82054bf0703fe5477b..3a20c6e2214ad075e4cdd3fbdf0b59e1891b0f2b 100644
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--- a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
@@ -369,11 +369,11 @@ public class ServerLoginPacketListenerImpl implements TickablePacketListener, Se
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final org.bukkit.craftbukkit.CraftServer server = ServerLoginPacketListenerImpl.this.server.server;
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// Paper start
- com.destroystokyo.paper.profile.PlayerProfile profile = org.bukkit.Bukkit.createProfile(uniqueId, playerName);
+ com.destroystokyo.paper.profile.PlayerProfile profile = com.destroystokyo.paper.profile.CraftPlayerProfile.asBukkitMirror(ServerLoginPacketListenerImpl.this.gameProfile);
AsyncPlayerPreLoginEvent asyncEvent = new AsyncPlayerPreLoginEvent(playerName, address, uniqueId, profile);
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server.getPluginManager().callEvent(asyncEvent);
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profile = asyncEvent.getPlayerProfile();
- profile.complete();
+ profile.complete(true); // Paper - setPlayerProfileAPI
gameProfile = com.destroystokyo.paper.profile.CraftPlayerProfile.asAuthlibCopy(profile);
playerName = gameProfile.getName();
uniqueId = gameProfile.getId();
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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 a08c03bb984d27ded2979353f207693fb79d4256..88f12c573ed26dbf83f61679bbee4f0fbf566a08 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
@@ -79,6 +79,7 @@ import net.minecraft.world.entity.ai.attributes.Attributes;
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import net.minecraft.world.inventory.AbstractContainerMenu;
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import net.minecraft.world.level.GameType;
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import net.minecraft.world.level.block.Blocks;
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+import net.minecraft.world.level.biome.BiomeManager;
import net.minecraft.world.level.block.entity.SignBlockEntity;
import net.minecraft.world.level.border.BorderChangeListener;
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import net.minecraft.world.level.saveddata.maps.MapDecoration;
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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@@ -282,11 +283,6 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
return server.getPlayer(getUniqueId()) != null;
}
- @Override
- public PlayerProfile getPlayerProfile() {
- return new CraftPlayerProfile(this.getProfile());
- }
-
@Override
public InetSocketAddress getAddress() {
if (this.getHandle().connection == null) return null;
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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@@ -1577,8 +1573,15 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
this.hiddenEntities.put(entity.getUniqueId(), hidingPlugins);
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// Remove this entity from the hidden player's EntityTrackerEntry
- ChunkMap tracker = ((ServerLevel) this.getHandle().level).getChunkSource().chunkMap;
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+ // Paper start
Entity other = ((CraftEntity) entity).getHandle();
+ unregisterEntity(other);
+
+ server.getPluginManager().callEvent(new PlayerHideEntityEvent(this, entity));
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+ }
+ private void unregisterEntity(Entity other) {
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+ // Paper end
+ ChunkMap tracker = ((ServerLevel) this.getHandle().level).getChunkSource().chunkMap;
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ChunkMap.TrackedEntity entry = tracker.entityMap.get(other.getId());
if (entry != null) {
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entry.removePlayer(this.getHandle());
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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@@ -1591,8 +1594,6 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
this.getHandle().connection.send(new ClientboundPlayerInfoPacket(ClientboundPlayerInfoPacket.Action.REMOVE_PLAYER, otherPlayer));
}
}
-
- server.getPluginManager().callEvent(new PlayerHideEntityEvent(this, entity));
}
@Override
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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@@ -1629,8 +1630,15 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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}
this.hiddenEntities.remove(entity.getUniqueId());
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- ChunkMap tracker = ((ServerLevel) this.getHandle().level).getChunkSource().chunkMap;
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+ // Paper start
Entity other = ((CraftEntity) entity).getHandle();
+ registerEntity(other);
+
+ server.getPluginManager().callEvent(new PlayerShowEntityEvent(this, entity));
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+ }
+ private void registerEntity(Entity other) {
+ ChunkMap tracker = ((ServerLevel) this.getHandle().level).getChunkSource().chunkMap;
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+ // Paper end
if (other instanceof ServerPlayer) {
ServerPlayer otherPlayer = (ServerPlayer) other;
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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@@ -1641,9 +1649,51 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
if (entry != null && !entry.seenBy.contains(this.getHandle().connection)) {
entry.updatePlayer(this.getHandle());
}
+ }
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+ // Paper start
+ private void reregisterPlayer(ServerPlayer player) {
+ if (!hiddenEntities.containsKey(player.getUUID())) {
+ unregisterEntity(player);
+ registerEntity(player);
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+ }
+ }
+ public void setPlayerProfile(com.destroystokyo.paper.profile.PlayerProfile profile) {
+ ServerPlayer self = getHandle();
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+ self.gameProfile = com.destroystokyo.paper.profile.CraftPlayerProfile.asAuthlibCopy(profile);
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+ if (!self.sentListPacket) {
+ return;
+ }
+ List<ServerPlayer> players = server.getServer().getPlayerList().players;
+ for (ServerPlayer player : players) {
+ player.getBukkitEntity().reregisterPlayer(self);
+ }
+ refreshPlayer();
+ }
+ public com.destroystokyo.paper.profile.PlayerProfile getPlayerProfile() {
+ return new com.destroystokyo.paper.profile.CraftPlayerProfile(this).clone();
+ }
- server.getPluginManager().callEvent(new PlayerShowEntityEvent(this, entity));
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+ private void refreshPlayer() {
+ ServerPlayer handle = getHandle();
+
+ Location loc = getLocation();
+
+ ServerGamePacketListenerImpl connection = handle.connection;
+ reregisterPlayer(handle);
+
+ //Respawn the player then update their position and selected slot
+ ServerLevel worldserver = handle.getLevel();
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+ connection.send(new net.minecraft.network.protocol.game.ClientboundRespawnPacket(worldserver.dimensionTypeId(), worldserver.dimension(), BiomeManager.obfuscateSeed(worldserver.getSeed()), handle.gameMode.getGameModeForPlayer(), handle.gameMode.getPreviousGameModeForPlayer(), worldserver.isDebug(), worldserver.isFlat(), true, this.getHandle().getLastDeathLocation()));
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+ handle.onUpdateAbilities();
+ connection.internalTeleport(loc.getX(), loc.getY(), loc.getZ(), loc.getYaw(), loc.getPitch(), java.util.Collections.emptySet(), false);
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+ net.minecraft.server.MinecraftServer.getServer().getPlayerList().sendAllPlayerInfo(handle);
+
+ if (this.isOp()) {
+ this.setOp(false);
+ this.setOp(true);
+ }
}
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+ // Paper end
public void onEntityRemove(Entity entity) {
this.hiddenEntities.remove(entity.getUUID());