Paper/patches/server/0217-InventoryCloseEvent-Reason-API.patch

221 Zeilen
13 KiB
Diff

2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Tue, 3 Jul 2018 21:56:23 -0400
Subject: [PATCH] InventoryCloseEvent Reason API
Allows you to determine why an inventory was closed, enabling plugin developers
to "confirm" things based on if it was player triggered close or not.
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.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 a6ec766634e804263d55efe9df7d7fbe14d05946..65cf330708b4667fd60fdb1094df5a808ae5c2f2 100644
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--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.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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@@ -1270,7 +1270,7 @@ public class ServerLevel extends Level implements WorldGenLevel {
for (net.minecraft.world.level.block.entity.BlockEntity tileentity : chunk.getBlockEntities().values()) {
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if (tileentity instanceof net.minecraft.world.Container) {
for (org.bukkit.entity.HumanEntity h : Lists.newArrayList(((net.minecraft.world.Container) tileentity).getViewers())) {
- h.closeInventory();
+ h.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNLOADED); // Paper
}
}
}
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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@@ -2289,7 +2289,7 @@ public class ServerLevel extends Level implements WorldGenLevel {
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// Spigot Start
if (entity.getBukkitEntity() instanceof org.bukkit.inventory.InventoryHolder && (!(entity instanceof ServerPlayer) || entity.getRemovalReason() != Entity.RemovalReason.KILLED)) { // SPIGOT-6876: closeInventory clears death message
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for (org.bukkit.entity.HumanEntity h : Lists.newArrayList(((org.bukkit.inventory.InventoryHolder) entity.getBukkitEntity()).getInventory().getViewers())) {
- h.closeInventory();
+ h.closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNLOADED); // Paper
}
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}
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// Spigot End
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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 91f258aa1d4b888b1e1c604ce5f1cf0d755adb9d..1a3f9d09df6b6d8c6a84f7f62e142f341d74c6c1 100644
2021-06-11 14:02:28 +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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@@ -611,7 +611,7 @@ public class ServerPlayer extends Player {
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}
// Paper end
if (!this.level.isClientSide && !this.containerMenu.stillValid(this)) {
- this.closeContainer();
+ this.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.CANT_USE); // Paper
this.containerMenu = this.inventoryMenu;
}
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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@@ -804,7 +804,7 @@ public class ServerPlayer extends Player {
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// SPIGOT-943 - only call if they have an inventory open
if (this.containerMenu != this.inventoryMenu) {
- this.closeContainer();
+ this.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.DEATH); // Paper
}
net.kyori.adventure.text.Component deathMessage = event.deathMessage() != null ? event.deathMessage() : net.kyori.adventure.text.Component.empty(); // Paper - Adventure
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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@@ -1442,7 +1442,7 @@ public class ServerPlayer extends Player {
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}
// CraftBukkit end
if (this.containerMenu != this.inventoryMenu) {
- this.closeContainer();
+ this.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.OPEN_NEW); // Paper
}
// this.nextContainerCounter(); // CraftBukkit - moved up
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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@@ -1470,7 +1470,13 @@ public class ServerPlayer extends Player {
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@Override
public void closeContainer() {
- CraftEventFactory.handleInventoryCloseEvent(this); // CraftBukkit
+ // Paper start
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+ this.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNKNOWN);
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+ }
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+ @Override
+ public void closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
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+ CraftEventFactory.handleInventoryCloseEvent(this, reason); // CraftBukkit
+ // Paper end
this.connection.send(new ClientboundContainerClosePacket(this.containerMenu.containerId));
this.doCloseContainer();
}
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index 116dee1f1f9c489e6f85a8fa3b7f36267109d720..ea2f283634c8794bda3e531a20f39f8a17e3e41c 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -219,6 +219,7 @@ import org.bukkit.event.inventory.ClickType;
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import org.bukkit.event.inventory.CraftItemEvent;
import org.bukkit.event.inventory.InventoryAction;
import org.bukkit.event.inventory.InventoryClickEvent;
+import org.bukkit.event.inventory.InventoryCloseEvent; // Paper
import org.bukkit.event.inventory.InventoryCreativeEvent;
import org.bukkit.event.inventory.InventoryType.SlotType;
import org.bukkit.event.inventory.SmithItemEvent;
@@ -2782,10 +2783,15 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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@Override
public void handleContainerClose(ServerboundContainerClosePacket packet) {
+ // Paper start
+ handleContainerClose(packet, InventoryCloseEvent.Reason.PLAYER);
+ }
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+ public void handleContainerClose(ServerboundContainerClosePacket packet, InventoryCloseEvent.Reason reason) {
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+ // Paper end
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PacketUtils.ensureRunningOnSameThread(packet, this, this.player.getLevel());
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if (this.player.isImmobile()) return; // CraftBukkit
- CraftEventFactory.handleInventoryCloseEvent(this.player); // CraftBukkit
+ CraftEventFactory.handleInventoryCloseEvent(this.player, reason); // CraftBukkit // Paper
this.player.doCloseContainer();
}
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.
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index 399735c923cfd52bd7b67beb9b974585ab507ca9..a99d6938d912a169ac329ba09f5a6becd072a94e 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
@@ -508,7 +508,7 @@ public abstract class PlayerList {
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// CraftBukkit start - Quitting must be before we do final save of data, in case plugins need to modify it
// See SPIGOT-5799, SPIGOT-6145
if (entityplayer.containerMenu != entityplayer.inventoryMenu) {
- entityplayer.closeContainer();
+ entityplayer.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.DISCONNECT); // Paper
}
PlayerQuitEvent playerQuitEvent = new PlayerQuitEvent(entityplayer.getBukkitEntity(), net.kyori.adventure.text.Component.translatable("multiplayer.player.left", net.kyori.adventure.text.format.NamedTextColor.YELLOW, io.papermc.paper.configuration.GlobalConfiguration.get().messages.useDisplayNameInQuitMessage ? entityplayer.getBukkitEntity().displayName() : net.kyori.adventure.text.Component.text(entityplayer.getScoreboardName())));
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diff --git a/src/main/java/net/minecraft/world/entity/player/Player.java b/src/main/java/net/minecraft/world/entity/player/Player.java
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index 702a5e524127f9655279a24b54b8d4248dec460e..2520ba136cf17392120f6187a73015f438c302f1 100644
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--- a/src/main/java/net/minecraft/world/entity/player/Player.java
+++ b/src/main/java/net/minecraft/world/entity/player/Player.java
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@@ -271,7 +271,7 @@ public abstract class Player extends LivingEntity {
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this.updateIsUnderwater();
super.tick();
if (!this.level.isClientSide && this.containerMenu != null && !this.containerMenu.stillValid(this)) {
- this.closeContainer();
+ this.closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.CANT_USE); // Paper
this.containerMenu = this.inventoryMenu;
}
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@@ -495,6 +495,13 @@ public abstract class Player extends LivingEntity {
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}
+ // Paper start - unused code, but to keep signatures aligned
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+ public void closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
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+ closeContainer();
+ this.containerMenu = this.inventoryMenu;
+ }
+ // Paper end
+
public void closeContainer() {
this.containerMenu = this.inventoryMenu;
}
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
index 7ea4a2d4e691e0a0a4d9ef3189a29a4a4ca4374b..883b6245f44f3fb82d7678e1092177ca646d484a 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftHumanEntity.java
@@ -377,7 +377,7 @@ public class CraftHumanEntity extends CraftLivingEntity implements HumanEntity {
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if (((ServerPlayer) this.getHandle()).connection == null) return;
if (this.getHandle().containerMenu != this.getHandle().inventoryMenu) {
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// fire INVENTORY_CLOSE if one already open
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- ((ServerPlayer) this.getHandle()).connection.handleContainerClose(new ServerboundContainerClosePacket(this.getHandle().containerMenu.containerId));
+ ((ServerPlayer) this.getHandle()).connection.handleContainerClose(new ServerboundContainerClosePacket(this.getHandle().containerMenu.containerId), org.bukkit.event.inventory.InventoryCloseEvent.Reason.OPEN_NEW); // Paper
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}
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ServerPlayer player = (ServerPlayer) this.getHandle();
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AbstractContainerMenu container;
@@ -447,8 +447,14 @@ public class CraftHumanEntity extends CraftLivingEntity implements HumanEntity {
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@Override
public void closeInventory() {
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- this.getHandle().closeContainer();
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+ // Paper start
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+ this.getHandle().closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.PLUGIN);
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}
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+ @Override
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+ public void closeInventory(org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ getHandle().closeContainer(reason);
+ }
+ // Paper end
@Override
public boolean isBlocking() {
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
index 98741b2595ef9946e190dd8af4a4c07103e383b7..58a1e433b0bd7c093c964a9dfcbb7287b5988af4 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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@@ -1158,7 +1158,7 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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// Close any foreign inventory
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if (this.getHandle().containerMenu != this.getHandle().inventoryMenu) {
- this.getHandle().closeContainer();
+ this.getHandle().closeContainer(org.bukkit.event.inventory.InventoryCloseEvent.Reason.TELEPORT); // Paper
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}
// Check if the fromWorld and toWorld are the same.
diff --git a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
index b267e220e0b8fcd69f1b672db27273e76a46731a..14e67b85e570e942c19f8fcafcb74c32f5f4fc37 100644
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--- a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
+++ b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
@@ -1229,7 +1229,7 @@ public class CraftEventFactory {
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public static AbstractContainerMenu callInventoryOpenEvent(ServerPlayer player, AbstractContainerMenu container, boolean cancelled) {
if (player.containerMenu != player.inventoryMenu) { // fire INVENTORY_CLOSE if one already open
- player.connection.handleContainerClose(new ServerboundContainerClosePacket(player.containerMenu.containerId));
+ player.connection.handleContainerClose(new ServerboundContainerClosePacket(player.containerMenu.containerId), InventoryCloseEvent.Reason.OPEN_NEW); // Paper
}
CraftServer server = player.level.getCraftServer();
@@ -1395,8 +1395,18 @@ public class CraftEventFactory {
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return event;
}
+ // Paper start
+ /**
+ * Incase plugins hooked into this or Spigot adds a new inventory close event. Prefer to pass a reason
+ * @param human
+ */
+ @Deprecated
public static void handleInventoryCloseEvent(net.minecraft.world.entity.player.Player human) {
- InventoryCloseEvent event = new InventoryCloseEvent(human.containerMenu.getBukkitView());
+ handleInventoryCloseEvent(human, org.bukkit.event.inventory.InventoryCloseEvent.Reason.UNKNOWN);
+ }
+ public static void handleInventoryCloseEvent(net.minecraft.world.entity.player.Player human, org.bukkit.event.inventory.InventoryCloseEvent.Reason reason) {
+ // Paper end
+ InventoryCloseEvent event = new InventoryCloseEvent(human.containerMenu.getBukkitView(), reason); // Paper
human.level.getCraftServer().getPluginManager().callEvent(event);
human.containerMenu.transferTo(human.inventoryMenu, human.getBukkitEntity());
}