Paper/patches/server/0345-Fire-PlayerJoinEvent-when-Player-is-actually-ready.patch

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6.4 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 19 Apr 2020 00:05:46 -0400
Subject: [PATCH] Fire PlayerJoinEvent when Player is actually ready
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For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
== AT ==
public net.minecraft.server.level.ChunkMap addEntity(Lnet/minecraft/world/entity/Entity;)V
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 02ea2b2d5463909663bb599b6ca57198b8513456..37bfe3d315210462ed69bb1cb161604e9eb85c36 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -1288,6 +1288,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return;
}
// Paper end - ignore and warn about illegal addEntity calls instead of crashing server
+ if (entity instanceof ServerPlayer && ((ServerPlayer) entity).supressTrackerForLogin) return; // Paper - Fire PlayerJoinEvent when Player is actually ready; Delay adding to tracker until after list packets
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if (!(entity instanceof EnderDragonPart)) {
EntityType<?> entitytypes = entity.getType();
int i = entitytypes.clientTrackingRange() * 16;
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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
index 8554ee1636416d9fb1aee2051e4a4d08b0c6d636..9cba3ac95318f1a4b680b541ce5d825fc5c4ad02 100644
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--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
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@@ -288,6 +288,7 @@ public class ServerPlayer extends net.minecraft.world.entity.player.Player {
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public double maxHealthCache;
public boolean joining = true;
public boolean sentListPacket = false;
+ public boolean supressTrackerForLogin = false; // Paper - Fire PlayerJoinEvent when Player is actually ready
public String kickLeaveMessage = null; // SPIGOT-3034: Forward leave message to PlayerQuitEvent
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// CraftBukkit end
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public boolean isRealPlayer; // Paper
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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
index 8b0c098c795c5a57fce96ad5d98ac8436024cda9..ed0ffff1cfc25f66e1947e40008c6c7259b17019 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
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@@ -297,6 +297,12 @@ public abstract class PlayerList {
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this.playersByUUID.put(player.getUUID(), player);
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// this.broadcastAll(ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(entityplayer))); // CraftBukkit - replaced with loop below
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+ // Paper start - Fire PlayerJoinEvent when Player is actually ready; correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks
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+ player.supressTrackerForLogin = true;
+ worldserver1.addNewPlayer(player);
+ this.server.getCustomBossEvents().onPlayerConnect(player); // see commented out section below worldserver.addPlayerJoin(entityplayer);
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+ this.mountSavedVehicle(player, worldserver1, optional);
+ // Paper end - Fire PlayerJoinEvent when Player is actually ready
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// CraftBukkit start
CraftPlayer bukkitPlayer = player.getBukkitEntity();
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@@ -335,6 +341,8 @@ public abstract class PlayerList {
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player.connection.send(ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(entityplayer1)));
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}
player.sentListPacket = true;
+ player.supressTrackerForLogin = false; // Paper - Fire PlayerJoinEvent when Player is actually ready
+ ((ServerLevel)player.level()).getChunkSource().chunkMap.addEntity(player); // Paper - Fire PlayerJoinEvent when Player is actually ready; track entity now
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// CraftBukkit end
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player.refreshEntityData(player); // CraftBukkit - BungeeCord#2321, send complete data to self on spawn
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@@ -350,6 +358,11 @@ public abstract class PlayerList {
worldserver1 = player.serverLevel(); // CraftBukkit - Update in case join event changed it
// CraftBukkit end
this.sendActivePlayerEffects(player);
+ // Paper start - Fire PlayerJoinEvent when Player is actually ready; move vehicle into method so it can be called above - short circuit around that code
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+ this.onPlayerJoinFinish(player, worldserver1, s1);
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+ }
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+ private void mountSavedVehicle(ServerPlayer player, ServerLevel worldserver1, Optional<CompoundTag> optional) {
+ // Paper end - Fire PlayerJoinEvent when Player is actually ready
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if (optional.isPresent() && ((CompoundTag) optional.get()).contains("RootVehicle", 10)) {
CompoundTag nbttagcompound = ((CompoundTag) optional.get()).getCompound("RootVehicle");
ServerLevel finalWorldServer = worldserver1; // CraftBukkit - decompile error
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@@ -396,6 +409,10 @@ public abstract class PlayerList {
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}
}
+ // Paper start - Fire PlayerJoinEvent when Player is actually ready
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+ }
+ public void onPlayerJoinFinish(ServerPlayer player, ServerLevel worldserver1, String s1) {
+ // Paper end - Fire PlayerJoinEvent when Player is actually ready
player.initInventoryMenu();
// CraftBukkit - Moved from above, added world
// Paper start - Configurable player collision; Add to collideRule team if needed