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geforkt von Mirrors/Paper
Paper/patches/server/0284-PlayerDeathEvent-getItemsToKeep.patch
Bjarne Koll c5a10665b8
Remove wall-time / unused skip tick protection (#11412)
Spigot still maintains some partial implementation of "tick skipping", a
practice in which the MinecraftServer.currentTick field is updated not
by an increment of one per actual tick, but instead set to
System.currentTimeMillis() / 50. This behaviour means that the tracked
tick may "skip" a tick value in case a previous tick took more than the
expected 50ms.

To compensate for this in important paths, spigot/craftbukkit
implements "wall-time". Instead of incrementing/decrementing ticks on
block entities/entities by one for each call to their tick() method,
they instead increment/decrement important values, like
an ItemEntity's age or pickupDelay, by the difference of
`currentTick - lastTick`, where `lastTick` is the value of
`currentTick` during the last tick() call.

These "fixes" however do not play nicely with minecraft's simulation
distance as entities/block entities implementing the above behaviour
would "catch up" their values when moving from a non-ticking chunk to a
ticking one as their `lastTick` value remains stuck on the last tick in
a ticking chunk and hence lead to a large "catch up" once ticked again.

Paper completely removes the "tick skipping" behaviour (See patch
"Further-improve-server-tick-loop"), making the above precautions
completely unnecessary, which also rids paper of the previous described
incompatibility with non-ticking chunks.
2024-09-19 16:36:07 +02:00

78 Zeilen
3.4 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 27 Mar 2019 23:01:33 -0400
Subject: [PATCH] PlayerDeathEvent#getItemsToKeep
Exposes a mutable array on items a player should keep on death
Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4
== AT ==
public net.minecraft.world.entity.player.Inventory compartments
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
index ad2b8ea068469f2b0597c0e0436ad3c94dcb62ea..cba123f40d72ebd39305a76694be508510997d1e 100644
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
@@ -897,6 +897,46 @@ public class ServerPlayer extends net.minecraft.world.entity.player.Player {
});
}
+ // Paper start - PlayerDeathEvent#getItemsToKeep
+ private static void processKeep(org.bukkit.event.entity.PlayerDeathEvent event, NonNullList<ItemStack> inv) {
+ List<org.bukkit.inventory.ItemStack> itemsToKeep = event.getItemsToKeep();
+ if (inv == null) {
+ // remainder of items left in toKeep - plugin added stuff on death that wasn't in the initial loot?
+ if (!itemsToKeep.isEmpty()) {
+ for (org.bukkit.inventory.ItemStack itemStack : itemsToKeep) {
+ event.getEntity().getInventory().addItem(itemStack);
+ }
+ }
+
+ return;
+ }
+
+ for (int i = 0; i < inv.size(); ++i) {
+ ItemStack item = inv.get(i);
+ if (EnchantmentHelper.has(item, EnchantmentEffectComponents.PREVENT_EQUIPMENT_DROP) || itemsToKeep.isEmpty() || item.isEmpty()) {
+ inv.set(i, ItemStack.EMPTY);
+ continue;
+ }
+
+ final org.bukkit.inventory.ItemStack bukkitStack = item.getBukkitStack();
+ boolean keep = false;
+ final Iterator<org.bukkit.inventory.ItemStack> iterator = itemsToKeep.iterator();
+ while (iterator.hasNext()) {
+ final org.bukkit.inventory.ItemStack itemStack = iterator.next();
+ if (bukkitStack.equals(itemStack)) {
+ iterator.remove();
+ keep = true;
+ break;
+ }
+ }
+
+ if (!keep) {
+ inv.set(i, ItemStack.EMPTY);
+ }
+ }
+ }
+ // Paper end - PlayerDeathEvent#getItemsToKeep
+
@Override
public void die(DamageSource damageSource) {
// this.gameEvent(GameEvent.ENTITY_DIE); // Paper - move below event cancellation check
@@ -981,7 +1021,12 @@ public class ServerPlayer extends net.minecraft.world.entity.player.Player {
this.dropExperience(damageSource.getEntity());
// we clean the player's inventory after the EntityDeathEvent is called so plugins can get the exact state of the inventory.
if (!event.getKeepInventory()) {
- this.getInventory().clearContent();
+ // Paper start - PlayerDeathEvent#getItemsToKeep
+ for (NonNullList<ItemStack> inv : this.getInventory().compartments) {
+ processKeep(event, inv);
+ }
+ processKeep(event, null);
+ // Paper end - PlayerDeathEvent#getItemsToKeep
}
this.setCamera(this); // Remove spectated target