Also deprecate amount and account setters on the CurrencyCheckEvent,
these values will be final in a future version. Changing them here does
not make sense in the internal structure.
This should be the final addition that allows other plugins to implement
multi-owner/group shops like requested in #119 and #133 by listening to
all the transaction events to handle money flow and shop/account access
events to enable access to the actual shop.
This adds better support for fake server economy accounts by not
requiring that a player with the name already has an account but allow
automatic creation of the account with the fake UUID provided in the
config.
Old configs that only define the name will still work though.
This makes it possible for other plugins to force allow placing of shops
and avoid potential issues in the check if multiple plugins are changing
the allow settings.
ALso while the allow counters were a nice idea they might not have even
worked correctly because in the case of only one plugin disallowing it
they would've still returned true at the end. Only if one listener
allowed it and another disallowed it the end result would be disallow.
This also makes the BuildPermissionEvent implement Cancellable (which is
an inverted allowed) in order to easily ignore events that are already
disallowed by another listener.
Instead of using different modules we use a bukkit profile to test backwards compatibility with pure-Bukkit servers and use the paper-api in the default profile. This should really be done with modules in the future. The actual selection which listener to use is handled by checking if the event class exists on event registration.
This is necessary as the no_permission error was worded exactly the same making debugging more difficulty. Also this way someone who thinks he needs to access the chest doesn't think that he doesn't have access to the shop at all.
Also fix a bug where it was possible for shops to be created with shop owners that did not have a valid Account information when other plugins manipulated the name line after the NameChecker checked it. Now it gets checked twice, once at the start (to abort early and to populate the ownerAccount field) and once at the end to check again when the name line changed.
This is especially obvious for books where all the text will have color codes after dumping and loading them from the database. In order to be able to still compare to them we will load the item the item and then dump it again if it doesn't match the original one.
The configuration isn't loaded yet when the plugin loaded and the flag initialised so we can't check that there. The config option is checked at the point where the flag is handled though so there is no difference from the intended functionality when registering the flag anyways. The only downside is that this could be a tiny bit confusing to the user in the end but I think that is a small price to pay when it wouldn't be working at all otherwise.
The NameChecker now catches any exception that might be thrown when querying the account in order to properly cancel in the case of an unknown account or an error that occurred in the event to not let players create shops that they don't have access to if an exception occurs.
This fixes a bug where shop owner accounts would not be created in certain cases e.g. when the owner had certain admin permissions or created the account for another player while having certain admin permissions.
Also catch wrong types when loading the config better without completely disabling the plugin and revert "Make sure special parsers are setup" and register the parsers static again.
There might have been a case where when trying to pair the yml file with the Properties class the parsers weren't actually registered yet as nothing was called on the Properties file yet.
Also improve the ReserveListener by removing the query for the OfflinePlayer object as that's not necessary to use the Reserve economy API as it directly provides methods for UUID usage (and account existence has usually been checked before already)
Also use canAddHoldings to check if economy user can hold money instead of adding and removing.
Also add tax bypass permissions (#204, ChestShop.notax.buy/sell). When buying with that permission the buyer does not have to pay the tax (the seller will still get the reduced amount), when selling the seller will get the full amount instead of one lowered by the tax.
The permissions of the shop owner play no role due to there not being a good way of checking offline player permissions and it being a bit non-obvious for the buying/selling player if a shop would be with or without tax. This way all that gets changed is the amount the player pays/receives and not the shop owner (and the player should know their permissions/rank already)
The transfer event was necessary in order to correctly resolve who triggered the transaction. Economy adapters are now required to implement a listener for each of the events. It's also recommended that economy adapters that support transfers directly use that instead of passing it through subtract and add with the processTransfer method.
This was removed when the item transfer code changed which stopped comparators from working. This shouldn't be a true block update that observers can detect but only a notification for surrounding blocks that the content might have changed.
For some reason items might corrupt in the encoding and decoding process leading to invalid YAML strings. There's also another issue of the server not being able to load certain old itemstacks. (seems to be especially an issue with old entity types)
This is required as we now move items between inventories instead of individually removing and adding. This basically adds the stock represented by the admin shop sign to the AdminInventory so all transactions should always be possible.
This is due to a bug in CraftBukkit not properly supporting localised/translatable display names when serialising item meta.
This also adds/improves the message when no valid item ID could be generated.
This adds separate permissions for accessing, creating and destroying of shops.
It also adds a config entry to allow using of a shop even if someone have access to it due to their permissions.
The InventoryMoveItemEvent is now only used for Hopper Minecarts, other blocks that could move items (Hoppers and Droppers) are checked on place. That way players that have access to a shop can just use the blocks normally but other players can't place them.
This is necessary due to the extended length of some material names in 1.13 as they directly include the variation into the material where previously only the data value was used. (E.g. BLACK_STAINED_GLASS_PANE) By removing the spaces and using uppercase characters to separate parts the string stays both readable to the user and parseable by the plugin. It should also be backwards compatible with the old format. (At least with 1.13 material names)
This uses hardcoded widths for the main characters used in Minecraft and might not be precise for some characters but better than the previous 15 char hard limit.
This also makes it possible to input IDs on the sign that are longer than the max sign letters that the plugin uses as that just gets auto corrected back down to the correct amount.
This includes a new price_precision config entry to set the amount of decimal places to allow on a shop sign (set to 2 by default). Thanks to @andrewkm for this idea.
It also fixes an issue where a zero inside the decimal places was removed instead of it's end and also removes the point and zeros from prices that only have trailing zeros to avoid confusion (e.g. in languages that use the decimal point for thousands)
This uses a cache for players that we haven't found before so to not check the cache too often and also checks if the online mode of the queried OfflinePlayer matches the server's mode (gotten from the first logged-in player in order to be compatible with BungeeCord requiring the server to be in offline-mode.
This introduces a new AccountCheckEvent to check if a user actually has an account with the used economy plugin. Also fix CurrencyTransferEvent logic (even though it's not used anywhere currently)
Iirc this was only async for database logging or name resolving. Neither of these is done anymore and async access of the Bukkit API can lead to strange problems like the CME described in the mentioned issue.
This is necessary so that we still store the messages with the & code internally as they would get saved back to the config file using the converted color code (section sign) which could lead to encoding issues on different operating systems. (It also fixes issues with strings that contain an and sign that isn't supposed to be a color code) Instead we load the real string and color messages via the prefix method which should get called in every instance where a message is send.
The NameManager appends a unique id for every player that has the same short name as another already existing one with a colon to the end of the clashing usernames. This is necessary so that a player can't just change their name to another user's old name and get access to all his shops.
This changes events to store the database Account instead of an OfflinePlayer and deprecates any event method that uses/returns OfflinePlayer. This is necessary as Bukkit#getOfflinePlayer(String) queries Mojang for the UUID when the user was not found in the local cache. As we already store this information (name to UUID mapping) in our database we should not have no need to rely on querying Mojang. (This might make transactions fail for shop owners that haven't played before but that shouldn't really be an issue in most cases)
This also fixes some conditions under which the STACK_TO_64 option did not get applied correctly and wrong inventory space checking for items with a max stack size of less than 64
Inspired by @Brokkonaut's fork this adds a new NOT_ENOUGH_SPACE_IN_YOUR_SHOP message to send to the shop owner when someone tries to sell to his shop. It also adds new %world, %x, %y and %z variables to display the shop's location in the message, adds a config option to make both the full-shop and out-of-stock messages respect /cstoggle and makes values in the locale.yml support ampersand color codes.
This should fix the issue where the player's short name on the shop sign does not reflect the actual player's name. This works by storing every uuid-username combination together with the associated short name and the last time the player logged in with that combination.
This should fix issues with how name changes are handled and also prevent short names of different players from clashing. It also uses guava caches instead of maps now with a configurable cache size