Paper/patches/server/0174-Fill-Profile-Property-Events.patch
Spottedleaf 01a13871de
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 01:02:51 -07:00

43 Zeilen
2.1 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Tue, 2 Jan 2018 00:31:26 -0500
Subject: [PATCH] Fill Profile Property Events
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.
If Mojang API does need to be hit, event fire so you can get the results.
This is useful for implementing a ProfileCache for Player Skulls
diff --git a/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java b/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java
index 93d73c27340645c7502acafdc0b2cfbc1a759dd8..5c7d2ee19243d0911a3a00af3ae42078a2ccba94 100644
--- a/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java
+++ b/src/main/java/com/destroystokyo/paper/profile/PaperMinecraftSessionService.java
@@ -1,6 +1,8 @@
package com.destroystokyo.paper.profile;
import com.mojang.authlib.Environment;
+import com.destroystokyo.paper.event.profile.FillProfileEvent;
+import com.destroystokyo.paper.event.profile.PreFillProfileEvent;
import com.mojang.authlib.GameProfile;
import com.mojang.authlib.minecraft.MinecraftProfileTexture;
import com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService;
@@ -20,7 +22,15 @@ public class PaperMinecraftSessionService extends YggdrasilMinecraftSessionServi
@Override
public GameProfile fillProfileProperties(GameProfile profile, boolean requireSecure) {
- return super.fillProfileProperties(profile, requireSecure);
+ CraftPlayerProfile playerProfile = (CraftPlayerProfile) CraftPlayerProfile.asBukkitMirror(profile);
+ new PreFillProfileEvent(playerProfile).callEvent();
+ profile = playerProfile.getGameProfile();
+ if (profile.isComplete() && profile.getProperties().containsKey("textures")) {
+ return profile;
+ }
+ GameProfile gameProfile = super.fillProfileProperties(profile, requireSecure);
+ new FillProfileEvent(CraftPlayerProfile.asBukkitMirror(gameProfile)).callEvent();
+ return gameProfile;
}
@Override