Minestom/src/main/java/net/minestom/server/entity/Player.java

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package net.minestom.server.entity;
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import net.kyori.adventure.audience.MessageType;
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import net.kyori.adventure.bossbar.BossBar;
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import net.kyori.adventure.identity.Identified;
import net.kyori.adventure.identity.Identity;
import net.kyori.adventure.inventory.Book;
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import net.kyori.adventure.pointer.Pointers;
import net.kyori.adventure.sound.Sound;
import net.kyori.adventure.sound.SoundStop;
import net.kyori.adventure.text.Component;
import net.kyori.adventure.text.event.HoverEvent;
import net.kyori.adventure.text.event.HoverEvent.ShowEntity;
import net.kyori.adventure.text.event.HoverEventSource;
import net.kyori.adventure.text.format.NamedTextColor;
import net.kyori.adventure.title.TitlePart;
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import net.minestom.server.MinecraftServer;
import net.minestom.server.advancements.AdvancementTab;
import net.minestom.server.adventure.AdventurePacketConvertor;
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import net.minestom.server.adventure.Localizable;
import net.minestom.server.adventure.audience.Audiences;
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import net.minestom.server.attribute.Attribute;
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import net.minestom.server.collision.BoundingBox;
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import net.minestom.server.command.CommandManager;
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import net.minestom.server.command.CommandSender;
import net.minestom.server.coordinate.Point;
import net.minestom.server.coordinate.Pos;
import net.minestom.server.coordinate.Vec;
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import net.minestom.server.effects.Effects;
import net.minestom.server.entity.damage.DamageType;
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import net.minestom.server.entity.fakeplayer.FakePlayer;
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import net.minestom.server.entity.metadata.PlayerMeta;
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import net.minestom.server.entity.vehicle.PlayerVehicleInformation;
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import net.minestom.server.event.EventDispatcher;
import net.minestom.server.event.GlobalHandles;
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import net.minestom.server.event.inventory.InventoryOpenEvent;
import net.minestom.server.event.item.ItemDropEvent;
import net.minestom.server.event.item.ItemUpdateStateEvent;
import net.minestom.server.event.item.PickupExperienceEvent;
import net.minestom.server.event.player.*;
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import net.minestom.server.instance.Chunk;
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import net.minestom.server.instance.EntityTracker;
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import net.minestom.server.instance.Instance;
import net.minestom.server.inventory.Inventory;
import net.minestom.server.inventory.PlayerInventory;
import net.minestom.server.item.ItemStack;
import net.minestom.server.item.Material;
import net.minestom.server.item.metadata.WrittenBookMeta;
import net.minestom.server.message.ChatMessageType;
import net.minestom.server.message.ChatPosition;
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import net.minestom.server.message.Messenger;
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import net.minestom.server.network.ConnectionManager;
import net.minestom.server.network.ConnectionState;
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import net.minestom.server.network.PlayerProvider;
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import net.minestom.server.network.packet.client.ClientPacket;
import net.minestom.server.network.packet.client.play.ClientChatMessagePacket;
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import net.minestom.server.network.packet.server.SendablePacket;
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import net.minestom.server.network.packet.server.ServerPacket;
import net.minestom.server.network.packet.server.login.LoginDisconnectPacket;
import net.minestom.server.network.packet.server.play.*;
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import net.minestom.server.network.player.PlayerConnection;
import net.minestom.server.network.player.PlayerSocketConnection;
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import net.minestom.server.recipe.Recipe;
import net.minestom.server.recipe.RecipeManager;
import net.minestom.server.resourcepack.ResourcePack;
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import net.minestom.server.scoreboard.BelowNameTag;
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import net.minestom.server.scoreboard.Team;
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import net.minestom.server.statistic.PlayerStatistic;
import net.minestom.server.timer.SchedulerManager;
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import net.minestom.server.utils.MathUtils;
import net.minestom.server.utils.PacketUtils;
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import net.minestom.server.utils.async.AsyncUtils;
import net.minestom.server.utils.chunk.ChunkUtils;
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import net.minestom.server.utils.function.IntegerBiConsumer;
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import net.minestom.server.utils.identity.NamedAndIdentified;
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import net.minestom.server.utils.instance.InstanceUtils;
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import net.minestom.server.utils.inventory.PlayerInventoryUtils;
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import net.minestom.server.utils.time.Cooldown;
import net.minestom.server.utils.time.TimeUnit;
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import net.minestom.server.utils.validate.Check;
import net.minestom.server.world.DimensionType;
import org.jctools.queues.MessagePassingQueue;
import org.jctools.queues.MpscUnboundedXaddArrayQueue;
import org.jetbrains.annotations.ApiStatus;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
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import org.jglrxavpok.hephaistos.nbt.NBT;
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import org.jglrxavpok.hephaistos.nbt.NBTCompound;
import java.nio.charset.StandardCharsets;
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import java.time.Duration;
import java.util.*;
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import java.util.concurrent.CompletableFuture;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.atomic.AtomicInteger;
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import java.util.function.Consumer;
import java.util.function.UnaryOperator;
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/**
* Those are the major actors of the server,
* they are not necessary backed by a {@link PlayerSocketConnection} as shown by {@link FakePlayer}.
* <p>
* You can easily create your own implementation of this and use it with {@link ConnectionManager#setPlayerProvider(PlayerProvider)}.
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*/
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public class Player extends LivingEntity implements CommandSender, Localizable, HoverEventSource<ShowEntity>, Identified, NamedAndIdentified {
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private static final Component REMOVE_MESSAGE = Component.text("You have been removed from the server without reason.", NamedTextColor.RED);
private long lastKeepAlive;
private boolean answerKeepAlive;
private String username;
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private Component usernameComponent;
protected final PlayerConnection playerConnection;
private int latency;
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private Component displayName;
private PlayerSkin skin;
private DimensionType dimensionType;
private GameMode gameMode;
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final IntegerBiConsumer chunkAdder = (chunkX, chunkZ) -> {
// Load new chunks
this.instance.loadOptionalChunk(chunkX, chunkZ).thenAccept(chunk -> {
try {
if (chunk != null) {
chunk.sendChunk(this);
GlobalHandles.PLAYER_CHUNK_LOAD.call(new PlayerChunkLoadEvent(this, chunkX, chunkZ));
}
} catch (Exception e) {
MinecraftServer.getExceptionManager().handleException(e);
}
});
};
final IntegerBiConsumer chunkRemover = (chunkX, chunkZ) -> {
// Unload old chunks
sendPacket(new UnloadChunkPacket(chunkX, chunkZ));
GlobalHandles.PLAYER_CHUNK_UNLOAD.call(new PlayerChunkUnloadEvent(this, chunkX, chunkZ));
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};
private final AtomicInteger teleportId = new AtomicInteger();
private int receivedTeleportId;
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private final MessagePassingQueue<ClientPacket> packets = new MpscUnboundedXaddArrayQueue<>(32);
private final boolean levelFlat;
private final PlayerSettings settings;
private float exp;
private int level;
protected PlayerInventory inventory;
private Inventory openInventory;
// Used internally to allow the closing of inventory within the inventory listener
private boolean didCloseInventory;
private byte heldSlot;
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private Pos respawnPoint;
private int food;
private float foodSaturation;
private long startEatingTime;
private long defaultEatingTime = 1000L;
private long eatingTime;
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private Hand eatingHand;
// Game state (https://wiki.vg/Protocol#Change_Game_State)
private boolean enableRespawnScreen;
// Experience orb pickup
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protected Cooldown experiencePickupCooldown = new Cooldown(Duration.of(10, TimeUnit.SERVER_TICK));
private BelowNameTag belowNameTag;
private int permissionLevel;
private boolean reducedDebugScreenInformation;
// Abilities
private boolean flying;
private boolean allowFlying;
private boolean instantBreak;
private float flyingSpeed = 0.05f;
private float fieldViewModifier = 0.1f;
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// Statistics
private final Map<PlayerStatistic, Integer> statisticValueMap = new Hashtable<>();
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// Vehicle
private final PlayerVehicleInformation vehicleInformation = new PlayerVehicleInformation();
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// Adventure
private Identity identity;
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private final Pointers pointers;
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public Player(@NotNull UUID uuid, @NotNull String username, @NotNull PlayerConnection playerConnection) {
super(EntityType.PLAYER, uuid);
this.username = username;
this.usernameComponent = Component.text(username);
this.playerConnection = playerConnection;
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setBoundingBox(0.6f, 1.8f, 0.6f);
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setRespawnPoint(Pos.ZERO);
this.settings = new PlayerSettings();
this.inventory = new PlayerInventory(this);
setCanPickupItem(true); // By default
// Allow the server to send the next keep alive packet
refreshAnswerKeepAlive(true);
this.gameMode = GameMode.SURVIVAL;
this.dimensionType = DimensionType.OVERWORLD; // Default dimension
this.levelFlat = true;
getAttribute(Attribute.MOVEMENT_SPEED).setBaseValue(0.1f);
// FakePlayer init its connection there
playerConnectionInit();
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this.identity = Identity.identity(uuid);
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this.pointers = Pointers.builder()
.withDynamic(Identity.UUID, this::getUuid)
.withDynamic(Identity.NAME, this::getUsername)
.withDynamic(Identity.DISPLAY_NAME, this::getDisplayName)
.build();
}
/**
* Used when the player is created.
* Init the player and spawn him.
* <p>
* WARNING: executed in the main update thread
* UNSAFE: Only meant to be used when a socket player connects through the server.
*
* @param spawnInstance the player spawn instance (defined in {@link PlayerLoginEvent})
*/
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public void UNSAFE_init(@NotNull Instance spawnInstance) {
this.dimensionType = spawnInstance.getDimensionType();
NBTCompound nbt = NBT.Compound(Map.of(
"minecraft:dimension_type", MinecraftServer.getDimensionTypeManager().toNBT(),
"minecraft:worldgen/biome", MinecraftServer.getBiomeManager().toNBT()));
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final JoinGamePacket joinGamePacket = new JoinGamePacket(getEntityId(), gameMode.isHardcore(), gameMode, null,
List.of("minestom:world"), nbt, dimensionType.toNBT(), dimensionType.getName().asString(),
0, 0, MinecraftServer.getChunkViewDistance(), MinecraftServer.getChunkViewDistance(),
false, true, false, levelFlat);
playerConnection.sendPacket(joinGamePacket);
// Server brand name
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playerConnection.sendPacket(PluginMessagePacket.getBrandPacket());
// Difficulty
playerConnection.sendPacket(new ServerDifficultyPacket(MinecraftServer.getDifficulty(), true));
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playerConnection.sendPacket(new SpawnPositionPacket(respawnPoint, 0));
// Add player to list with spawning skin
PlayerSkinInitEvent skinInitEvent = new PlayerSkinInitEvent(this, skin);
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EventDispatcher.call(skinInitEvent);
this.skin = skinInitEvent.getSkin();
// FIXME: when using Geyser, this line remove the skin of the client
PacketUtils.broadcastPacket(getAddPlayerToList());
for (var player : MinecraftServer.getConnectionManager().getOnlinePlayers()) {
if (player != this) sendPacket(player.getAddPlayerToList());
}
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// Commands
refreshCommands();
// Recipes start
{
RecipeManager recipeManager = MinecraftServer.getRecipeManager();
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playerConnection.sendPacket(recipeManager.getDeclareRecipesPacket());
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List<String> recipesIdentifier = new ArrayList<>();
for (Recipe recipe : recipeManager.getRecipes()) {
if (!recipe.shouldShow(this))
continue;
recipesIdentifier.add(recipe.getRecipeId());
}
if (!recipesIdentifier.isEmpty()) {
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UnlockRecipesPacket unlockRecipesPacket = new UnlockRecipesPacket(0,
false, false,
false, false,
false, false,
false, false,
recipesIdentifier, recipesIdentifier);
playerConnection.sendPacket(unlockRecipesPacket);
}
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}
// Recipes end
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// Tags
this.playerConnection.sendPacket(TagsPacket.DEFAULT_TAGS);
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// Some client updates
this.playerConnection.sendPacket(getPropertiesPacket()); // Send default properties
triggerStatus((byte) (24 + permissionLevel)); // Set permission level
refreshHealth(); // Heal and send health packet
refreshAbilities(); // Send abilities packet
setInstance(spawnInstance);
}
/**
* Used to initialize the player connection
*/
protected void playerConnectionInit() {
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PlayerConnection connection = playerConnection;
if (connection != null) connection.setPlayer(this);
}
@Override
public void update(long time) {
// Network tick
this.playerConnection.update();
// Process received packets
interpretPacketQueue();
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super.update(time); // Super update (item pickup/fire management)
// Experience orb pickup
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if (experiencePickupCooldown.isReady(time)) {
experiencePickupCooldown.refreshLastUpdate(time);
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this.instance.getEntityTracker().nearbyEntities(position, expandedBoundingBox.getWidth(),
EntityTracker.Target.EXPERIENCE_ORBS, experienceOrb -> {
final BoundingBox itemBoundingBox = experienceOrb.getBoundingBox();
if (expandedBoundingBox.intersect(itemBoundingBox)) {
PickupExperienceEvent pickupExperienceEvent = new PickupExperienceEvent(this, experienceOrb);
EventDispatcher.callCancellable(pickupExperienceEvent, () -> {
short experienceCount = pickupExperienceEvent.getExperienceCount(); // TODO give to player
experienceOrb.remove();
});
}
});
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}
// Eating animation
if (isEating()) {
if (time - startEatingTime >= eatingTime) {
triggerStatus((byte) 9); // Mark item use as finished
ItemUpdateStateEvent itemUpdateStateEvent = callItemUpdateStateEvent(eatingHand);
Check.notNull(itemUpdateStateEvent, "#callItemUpdateStateEvent returned null.");
// Refresh hand
final boolean isOffHand = itemUpdateStateEvent.getHand() == Player.Hand.OFF;
refreshActiveHand(false, isOffHand, false);
final ItemStack foodItem = itemUpdateStateEvent.getItemStack();
final boolean isFood = foodItem.getMaterial().isFood();
if (isFood) {
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PlayerEatEvent playerEatEvent = new PlayerEatEvent(this, foodItem, eatingHand);
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EventDispatcher.call(playerEatEvent);
}
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refreshEating(null);
}
}
// Tick event
GlobalHandles.PLAYER_TICK.call(new PlayerTickEvent(this));
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}
@Override
public void kill() {
if (!isDead()) {
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Component deathText;
Component chatMessage;
// get death screen text to the killed player
{
if (lastDamageSource != null) {
deathText = lastDamageSource.buildDeathScreenText(this);
} else { // may happen if killed by the server without applying damage
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deathText = Component.text("Killed by poor programming.");
}
}
// get death message to chat
{
if (lastDamageSource != null) {
chatMessage = lastDamageSource.buildDeathMessage(this);
} else { // may happen if killed by the server without applying damage
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chatMessage = Component.text(getUsername() + " was killed by poor programming.");
}
}
// Call player death event
PlayerDeathEvent playerDeathEvent = new PlayerDeathEvent(this, deathText, chatMessage);
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EventDispatcher.call(playerDeathEvent);
deathText = playerDeathEvent.getDeathText();
chatMessage = playerDeathEvent.getChatMessage();
// #buildDeathScreenText can return null, check here
if (deathText != null) {
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playerConnection.sendPacket(new DeathCombatEventPacket(getEntityId(), -1, deathText));
}
// #buildDeathMessage can return null, check here
if (chatMessage != null) {
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Audiences.players().sendMessage(chatMessage);
}
}
super.kill();
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}
/**
* Respawns the player by sending a {@link RespawnPacket} to the player and teleporting him
* to {@link #getRespawnPoint()}. It also resets fire and health.
*/
public void respawn() {
if (!isDead())
return;
setFireForDuration(0);
setOnFire(false);
refreshHealth();
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RespawnPacket respawnPacket = new RespawnPacket(getDimensionType(), getDimensionType().getName().asString(),
0, gameMode, gameMode, false, levelFlat, true);
getPlayerConnection().sendPacket(respawnPacket);
PlayerRespawnEvent respawnEvent = new PlayerRespawnEvent(this);
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EventDispatcher.call(respawnEvent);
triggerStatus((byte) (24 + permissionLevel)); // Set permission level
refreshIsDead(false);
// Runnable called when teleportation is successful (after loading and sending necessary chunk)
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teleport(respawnEvent.getRespawnPosition()).thenRun(this::refreshAfterTeleport);
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}
/**
* Sends necessary packets to synchronize player data after a {@link RespawnPacket}
*/
private void refreshClientStateAfterRespawn() {
this.playerConnection.sendPacket(new UpdateHealthPacket(this.getHealth(), food, foodSaturation));
this.playerConnection.sendPacket(new SetExperiencePacket(exp, level, 0));
triggerStatus((byte) (24 + permissionLevel)); // Set permission level
refreshAbilities();
}
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/**
* Refreshes the command list for this player. This checks the
* {@link net.minestom.server.command.builder.condition.CommandCondition}s
* again, and any changes will be visible to the player.
*/
public void refreshCommands() {
CommandManager commandManager = MinecraftServer.getCommandManager();
DeclareCommandsPacket declareCommandsPacket = commandManager.createDeclareCommandsPacket(this);
playerConnection.sendPacket(declareCommandsPacket);
}
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@Override
public boolean isOnGround() {
return onGround;
}
@Override
public void remove() {
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if (isRemoved()) return;
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EventDispatcher.call(new PlayerDisconnectEvent(this));
super.remove();
this.packets.clear();
final Inventory currentInventory = getOpenInventory();
if (currentInventory != null) currentInventory.removeViewer(this);
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MinecraftServer.getBossBarManager().removeAllBossBars(this);
// Advancement tabs cache
{
Set<AdvancementTab> advancementTabs = AdvancementTab.getTabs(this);
if (advancementTabs != null) {
for (AdvancementTab advancementTab : advancementTabs) {
advancementTab.removeViewer(this);
}
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}
}
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final Pos position = this.position;
final int chunkX = position.chunkX();
final int chunkZ = position.chunkZ();
// Clear all viewable chunks
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ChunkUtils.forChunksInRange(chunkX, chunkZ, MinecraftServer.getChunkViewDistance(), chunkRemover);
// Remove from the tab-list
PacketUtils.broadcastPacket(getRemovePlayerToList());
// Prevent the player from being stuck in loading screen, or just unable to interact with the server
// This should be considered as a bug, since the player will ultimately time out anyway.
if (playerConnection.isOnline()) kick(REMOVE_MESSAGE);
}
@Override
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public void updateOldViewer(@NotNull Player player) {
super.updateOldViewer(player);
// Team
if (this.getTeam() != null && this.getTeam().getMembers().size() == 1) {// If team only contains "this" player
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player.sendPacket(this.getTeam().createTeamDestructionPacket());
}
}
@Override
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public void sendPacketToViewersAndSelf(@NotNull SendablePacket packet) {
this.playerConnection.sendPacket(packet);
super.sendPacketToViewersAndSelf(packet);
}
/**
* Changes the player instance and load surrounding chunks if needed.
* <p>
* Be aware that because chunk operations are expensive,
* it is possible for this method to be non-blocking when retrieving chunks is required.
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*
* @param instance the new player instance
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* @param spawnPosition the new position of the player
* @return a future called once the player instance changed
*/
@Override
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public CompletableFuture<Void> setInstance(@NotNull Instance instance, @NotNull Pos spawnPosition) {
final Instance currentInstance = this.instance;
Check.argCondition(currentInstance == instance, "Instance should be different than the current one");
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if (InstanceUtils.areLinked(currentInstance, instance) && spawnPosition.sameChunk(this.position)) {
// The player already has the good version of all the chunks.
// We just need to refresh his entity viewing list and add him to the instance
spawnPlayer(instance, spawnPosition, false, false, false);
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return AsyncUtils.VOID_FUTURE;
}
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// Must update the player chunks
final boolean dimensionChange = !Objects.equals(dimensionType, instance.getDimensionType());
final Thread runThread = Thread.currentThread();
final Consumer<Instance> runnable = (i) -> spawnPlayer(i, spawnPosition,
currentInstance == null, dimensionChange, true);
// Wait for all surrounding chunks to load
List<CompletableFuture<Chunk>> futures = new ArrayList<>();
ChunkUtils.forChunksInRange(spawnPosition, MinecraftServer.getChunkViewDistance(),
(chunkX, chunkZ) -> futures.add(instance.loadOptionalChunk(chunkX, chunkZ)));
SchedulerManager scheduler = MinecraftServer.getSchedulerManager();
AtomicBoolean join = new AtomicBoolean();
CompletableFuture<Void> future = new CompletableFuture<>() {
@Override
public Void join() {
// Prevent deadlock
scheduler.process();
join.set(true);
final Void result = super.join();
join.set(false);
return result;
}
};
CompletableFuture.allOf(futures.toArray(CompletableFuture[]::new))
.thenRun(() -> {
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if (runThread == Thread.currentThread()) {
runnable.accept(instance);
future.complete(null);
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} else {
scheduler.scheduleNextProcess(() -> {
runnable.accept(instance);
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future.complete(null);
});
if (join.compareAndSet(true, false))
scheduler.process();
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}
});
return future;
}
/**
* Changes the player instance without changing its position (defaulted to {@link #getRespawnPoint()}
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* if the player is not in any instance).
*
* @param instance the new player instance
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* @return a {@link CompletableFuture} called once the entity's instance has been set,
* this is due to chunks needing to load for players
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* @see #setInstance(Instance, Pos)
*/
@Override
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public CompletableFuture<Void> setInstance(@NotNull Instance instance) {
return setInstance(instance, this.instance != null ? getPosition() : getRespawnPoint());
}
/**
* Used to spawn the player once the client has all the required chunks.
* <p>
* Does add the player to {@code instance}, remove all viewable entities and call {@link PlayerSpawnEvent}.
* <p>
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* UNSAFE: only called with {@link #setInstance(Instance, Pos)}.
*
* @param spawnPosition the position to teleport the player
* @param firstSpawn true if this is the player first spawn
* @param updateChunks true if chunks should be refreshed, false if the new instance shares the same
* chunks
*/
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private void spawnPlayer(@NotNull Instance instance, @NotNull Pos spawnPosition,
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boolean firstSpawn, boolean dimensionChange, boolean updateChunks) {
if (!firstSpawn) {
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// Player instance changed, clear current viewable collections
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if (updateChunks)
ChunkUtils.forChunksInRange(spawnPosition, MinecraftServer.getChunkViewDistance(), chunkRemover);
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}
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if (dimensionChange) sendDimension(instance.getDimensionType());
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super.setInstance(instance, spawnPosition);
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if (updateChunks) {
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sendPacket(new UpdateViewPositionPacket(spawnPosition.chunkX(), spawnPosition.chunkZ()));
ChunkUtils.forChunksInRange(spawnPosition, MinecraftServer.getChunkViewDistance(), chunkAdder);
}
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synchronizePosition(true); // So the player doesn't get stuck
if (dimensionChange || firstSpawn) {
this.inventory.update();
}
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EventDispatcher.call(new PlayerSpawnEvent(this, instance, firstSpawn));
}
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/**
* Sends a plugin message to the player.
*
* @param channel the message channel
* @param data the message data
*/
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public void sendPluginMessage(@NotNull String channel, byte @NotNull [] data) {
playerConnection.sendPacket(new PluginMessagePacket(channel, data));
}
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/**
* Sends a plugin message to the player.
* <p>
* Message encoded to UTF-8.
*
* @param channel the message channel
* @param message the message
*/
public void sendPluginMessage(@NotNull String channel, @NotNull String message) {
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sendPluginMessage(channel, message.getBytes(StandardCharsets.UTF_8));
}
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@Override
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public void sendMessage(@NotNull Identity source, @NotNull Component message, @NotNull MessageType type) {
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Messenger.sendMessage(this, message, ChatPosition.fromMessageType(type), source.uuid());
}
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/**
* Makes the player send a message (can be used for commands).
*
* @param message the message that the player will send
*/
public void chat(@NotNull String message) {
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addPacketToQueue(new ClientChatMessagePacket(message));
}
@Override
public void playSound(@NotNull Sound sound) {
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this.playSound(sound, this.position.x(), this.position.y(), this.position.z());
}
@Override
public void playSound(@NotNull Sound sound, double x, double y, double z) {
playerConnection.sendPacket(AdventurePacketConvertor.createSoundPacket(sound, x, y, z));
}
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@Override
public void playSound(@NotNull Sound sound, Sound.@NotNull Emitter emitter) {
final ServerPacket packet;
if (emitter == Sound.Emitter.self()) {
packet = AdventurePacketConvertor.createSoundPacket(sound, this);
} else {
packet = AdventurePacketConvertor.createSoundPacket(sound, emitter);
}
playerConnection.sendPacket(packet);
}
@Override
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public void stopSound(@NotNull SoundStop stop) {
playerConnection.sendPacket(AdventurePacketConvertor.createSoundStopPacket(stop));
}
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/**
* Plays a given effect at the given position for this player.
*
* @param effect the effect to play
* @param x x position of the effect
* @param y y position of the effect
* @param z z position of the effect
* @param data data for the effect
* @param disableRelativeVolume disable volume scaling based on distance
*/
public void playEffect(@NotNull Effects effect, int x, int y, int z, int data, boolean disableRelativeVolume) {
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playerConnection.sendPacket(new EffectPacket(effect.getId(), new Vec(x, y, z), data, disableRelativeVolume));
}
@Override
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public void sendPlayerListHeaderAndFooter(@NotNull Component header, @NotNull Component footer) {
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playerConnection.sendPacket(new PlayerListHeaderAndFooterPacket(header, footer));
}
@Override
public <T> void sendTitlePart(@NotNull TitlePart<T> part, @NotNull T value) {
playerConnection.sendPacket(AdventurePacketConvertor.createTitlePartPacket(part, value));
}
@Override
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public void sendActionBar(@NotNull Component message) {
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playerConnection.sendPacket(new ActionBarPacket(message));
}
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@Override
public void resetTitle() {
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playerConnection.sendPacket(new ClearTitlesPacket(true));
}
@Override
public void clearTitle() {
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playerConnection.sendPacket(new ClearTitlesPacket(false));
}
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@Override
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public void showBossBar(@NotNull BossBar bar) {
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MinecraftServer.getBossBarManager().addBossBar(this, bar);
}
@Override
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public void hideBossBar(@NotNull BossBar bar) {
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MinecraftServer.getBossBarManager().removeBossBar(this, bar);
}
@Override
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public void openBook(@NotNull Book book) {
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final ItemStack writtenBook = ItemStack.builder(Material.WRITTEN_BOOK)
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.meta(WrittenBookMeta.fromAdventure(book, this))
.build();
// Set book in offhand
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playerConnection.sendPacket(new SetSlotPacket((byte) 0, 0, (short) PlayerInventoryUtils.OFFHAND_SLOT, writtenBook));
// Open the book
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playerConnection.sendPacket(new OpenBookPacket(Hand.OFF));
// Restore the item in offhand
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playerConnection.sendPacket(new SetSlotPacket((byte) 0, 0, (short) PlayerInventoryUtils.OFFHAND_SLOT, getItemInOffHand()));
}
@Override
public boolean isImmune(@NotNull DamageType type) {
if (!getGameMode().canTakeDamage()) {
return type != DamageType.VOID;
}
return super.isImmune(type);
}
@Override
public void setHealth(float health) {
super.setHealth(health);
this.playerConnection.sendPacket(new UpdateHealthPacket(health, food, foodSaturation));
}
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@Override
public @NotNull PlayerMeta getEntityMeta() {
return (PlayerMeta) super.getEntityMeta();
}
/**
* Gets the player additional hearts.
*
* @return the player additional hearts
*/
public float getAdditionalHearts() {
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return getEntityMeta().getAdditionalHearts();
}
/**
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* Changes the amount of additional hearts shown.
*
* @param additionalHearts the count of additional hearts
*/
public void setAdditionalHearts(float additionalHearts) {
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getEntityMeta().setAdditionalHearts(additionalHearts);
}
/**
* Gets the player food.
*
* @return the player food
*/
public int getFood() {
return food;
}
/**
* Sets and refresh client food bar.
*
* @param food the new food value
* @throws IllegalArgumentException if {@code food} is not between 0 and 20
*/
public void setFood(int food) {
Check.argCondition(!MathUtils.isBetween(food, 0, 20),
"Food has to be between 0 and 20");
this.food = food;
this.playerConnection.sendPacket(new UpdateHealthPacket(getHealth(), food, foodSaturation));
}
public float getFoodSaturation() {
return foodSaturation;
}
/**
* Sets and refresh client food saturation.
*
* @param foodSaturation the food saturation
* @throws IllegalArgumentException if {@code foodSaturation} is not between 0 and 20
*/
public void setFoodSaturation(float foodSaturation) {
Check.argCondition(!MathUtils.isBetween(foodSaturation, 0, 20),
"Food saturation has to be between 0 and 20");
this.foodSaturation = foodSaturation;
this.playerConnection.sendPacket(new UpdateHealthPacket(getHealth(), food, foodSaturation));
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}
/**
* Gets if the player is eating.
*
* @return true if the player is eating, false otherwise
*/
public boolean isEating() {
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return eatingHand != null;
}
/**
* Gets the hand which the player is eating from.
*
* @return the eating hand, null if none
*/
public @Nullable Hand getEatingHand() {
return eatingHand;
}
/**
* Gets the player default eating time.
*
* @return the player default eating time
*/
public long getDefaultEatingTime() {
return defaultEatingTime;
}
/**
* Used to change the default eating time animation.
*
* @param defaultEatingTime the default eating time in milliseconds
*/
public void setDefaultEatingTime(long defaultEatingTime) {
this.defaultEatingTime = defaultEatingTime;
}
/**
* Gets the player display name in the tab-list.
*
* @return the player display name, null means that {@link #getUsername()} is displayed
*/
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public @Nullable Component getDisplayName() {
return displayName;
}
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/**
* Changes the player display name in the tab-list.
* <p>
* Sets to null to show the player username.
*
* @param displayName the display name, null to display the username
*/
public void setDisplayName(@Nullable Component displayName) {
this.displayName = displayName;
sendPacketToViewersAndSelf(new PlayerInfoPacket(PlayerInfoPacket.Action.UPDATE_DISPLAY_NAME,
new PlayerInfoPacket.UpdateDisplayName(getUuid(), displayName)));
}
/**
* Gets the player skin.
*
* @return the player skin object,
* null means that the player has his {@link #getUuid()} default skin
*/
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public @Nullable PlayerSkin getSkin() {
return skin;
}
/**
* Changes the player skin.
* <p>
* This does remove the player for all viewers to spawn it again with the correct new skin.
*
* @param skin the player skin, null to reset it to his {@link #getUuid()} default skin
* @see PlayerSkinInitEvent if you want to apply the skin at connection
*/
public synchronized void setSkin(@Nullable PlayerSkin skin) {
this.skin = skin;
if (instance == null)
return;
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DestroyEntitiesPacket destroyEntitiesPacket = new DestroyEntitiesPacket(getEntityId());
final PlayerInfoPacket removePlayerPacket = getRemovePlayerToList();
final PlayerInfoPacket addPlayerPacket = getAddPlayerToList();
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RespawnPacket respawnPacket = new RespawnPacket(getDimensionType(), getDimensionType().getName().asString(),
0, gameMode, gameMode, false, levelFlat, true);
playerConnection.sendPacket(removePlayerPacket);
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playerConnection.sendPacket(destroyEntitiesPacket);
playerConnection.sendPacket(respawnPacket);
playerConnection.sendPacket(addPlayerPacket);
refreshClientStateAfterRespawn();
{
// Remove player
sendPacketToViewers(removePlayerPacket);
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sendPacketToViewers(destroyEntitiesPacket);
// Show player again
getViewers().forEach(player -> showPlayer(player.getPlayerConnection()));
}
getInventory().update();
teleport(getPosition());
}
/**
* Gets if the player has the respawn screen enabled or disabled.
*
* @return true if the player has the respawn screen, false if he didn't
*/
public boolean isEnableRespawnScreen() {
return enableRespawnScreen;
}
/**
* Enables or disable the respawn screen.
*
* @param enableRespawnScreen true to enable the respawn screen, false to disable it
*/
public void setEnableRespawnScreen(boolean enableRespawnScreen) {
this.enableRespawnScreen = enableRespawnScreen;
sendPacket(new ChangeGameStatePacket(ChangeGameStatePacket.Reason.ENABLE_RESPAWN_SCREEN, enableRespawnScreen ? 0 : 1));
}
/**
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* Gets the player's name as a component. This will either return the display name
* (if set) or a component holding the username.
*
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* @return the name
*/
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@Override
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public @NotNull Component getName() {
return Objects.requireNonNullElse(displayName, usernameComponent);
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}
/**
* Gets the player's username.
*
* @return the player's username
*/
public @NotNull String getUsername() {
return username;
}
/**
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* Changes the internal player name, used for the {@link AsyncPlayerPreLoginEvent}
* mostly unsafe outside of it.
*
* @param username the new player name
*/
public void setUsernameField(@NotNull String username) {
this.username = username;
this.usernameComponent = Component.text(username);
}
/**
* Calls an {@link ItemDropEvent} with a specified item.
* <p>
* Returns false if {@code item} is air.
*
* @param item the item to drop
* @return true if player can drop the item (event not cancelled), false otherwise
*/
public boolean dropItem(@NotNull ItemStack item) {
if (item.isAir()) return false;
ItemDropEvent itemDropEvent = new ItemDropEvent(this, item);
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EventDispatcher.call(itemDropEvent);
return !itemDropEvent.isCancelled();
}
/**
* Sets the player resource pack.
*
* @param resourcePack the resource pack
*/
public void setResourcePack(@NotNull ResourcePack resourcePack) {
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playerConnection.sendPacket(new ResourcePackSendPacket(resourcePack));
}
/**
* Rotates the player to face {@code targetPosition}.
*
* @param facePoint the point from where the player should aim
* @param targetPosition the target position to face
*/
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public void facePosition(@NotNull FacePoint facePoint, @NotNull Point targetPosition) {
facePosition(facePoint, targetPosition, null, null);
}
/**
* Rotates the player to face {@code entity}.
*
* @param facePoint the point from where the player should aim
* @param entity the entity to face
* @param targetPoint the point to aim at {@code entity} position
*/
public void facePosition(@NotNull FacePoint facePoint, Entity entity, FacePoint targetPoint) {
facePosition(facePoint, entity.getPosition(), entity, targetPoint);
}
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private void facePosition(@NotNull FacePoint facePoint, @NotNull Point targetPosition,
@Nullable Entity entity, @Nullable FacePoint targetPoint) {
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final int entityId = entity != null ? entity.getEntityId() : 0;
playerConnection.sendPacket(new FacePlayerPacket(
facePoint == FacePoint.EYE ?
FacePlayerPacket.FacePosition.EYES : FacePlayerPacket.FacePosition.FEET, targetPosition,
entityId,
targetPoint == FacePoint.EYE ?
FacePlayerPacket.FacePosition.EYES : FacePlayerPacket.FacePosition.FEET));
}
/**
* Sets the camera at {@code entity} eyes.
*
* @param entity the entity to spectate
*/
public void spectate(@NotNull Entity entity) {
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playerConnection.sendPacket(new CameraPacket(entity));
}
/**
* Resets the camera at the player.
*/
public void stopSpectating() {
spectate(this);
}
/**
* Used to retrieve the default spawn point.
* <p>
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* Can be altered by the {@link PlayerRespawnEvent#setRespawnPosition(Pos)}.
*
* @return a copy of the default respawn point
*/
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public @NotNull Pos getRespawnPoint() {
return respawnPoint;
}
/**
* Changes the default spawn point.
*
* @param respawnPoint the player respawn point
*/
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public void setRespawnPoint(@NotNull Pos respawnPoint) {
this.respawnPoint = respawnPoint;
}
/**
* Called after the player teleportation to refresh his position
* and send data to his new viewers.
*/
protected void refreshAfterTeleport() {
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sendPacketsToViewers(getEntityType().registry().spawnType().getSpawnPacket(this));
// Update for viewers
sendPacketToViewersAndSelf(getVelocityPacket());
sendPacketToViewersAndSelf(getMetadataPacket());
sendPacketToViewersAndSelf(getPropertiesPacket());
sendPacketToViewersAndSelf(getEquipmentsPacket());
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getInventory().update();
}
/**
* Sets the player food and health values to their maximum.
*/
protected void refreshHealth() {
this.food = 20;
this.foodSaturation = 5;
// refresh health and send health packet
heal();
}
/**
* Gets the percentage displayed in the experience bar.
*
* @return the exp percentage 0-1
*/
public float getExp() {
return exp;
}
/**
* Used to change the percentage experience bar.
* This cannot change the displayed level, see {@link #setLevel(int)}.
*
* @param exp a percentage between 0 and 1
* @throws IllegalArgumentException if {@code exp} is not between 0 and 1
*/
public void setExp(float exp) {
Check.argCondition(!MathUtils.isBetween(exp, 0, 1), "Exp should be between 0 and 1");
this.exp = exp;
this.playerConnection.sendPacket(new SetExperiencePacket(exp, level, 0));
}
/**
* Gets the level of the player displayed in the experience bar.
*
* @return the player level
*/
public int getLevel() {
return level;
}
/**
* Used to change the level of the player
* This cannot change the displayed percentage bar see {@link #setExp(float)}
*
* @param level the new level of the player
*/
public void setLevel(int level) {
this.level = level;
this.playerConnection.sendPacket(new SetExperiencePacket(exp, level, 0));
}
/**
* Gets the player connection.
* <p>
* Used to send packets and get stuff related to the connection.
*
* @return the player connection
*/
public @NotNull PlayerConnection getPlayerConnection() {
return playerConnection;
}
/**
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* Shortcut for {@link PlayerConnection#sendPacket(SendablePacket)}.
*
* @param packet the packet to send
*/
@ApiStatus.Experimental
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public void sendPacket(@NotNull SendablePacket packet) {
this.playerConnection.sendPacket(packet);
}
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@ApiStatus.Experimental
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public void sendPackets(@NotNull SendablePacket... packets) {
this.playerConnection.sendPackets(packets);
}
@ApiStatus.Experimental
public void sendPackets(@NotNull Collection<SendablePacket> packets) {
this.playerConnection.sendPackets(packets);
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}
/**
* Gets if the player is online or not.
*
* @return true if the player is online, false otherwise
*/
public boolean isOnline() {
return playerConnection.isOnline();
}
/**
* Gets the player settings.
*
* @return the player settings
*/
public @NotNull PlayerSettings getSettings() {
return settings;
}
/**
* Gets the player dimension.
*
* @return the player current dimension
*/
public DimensionType getDimensionType() {
return dimensionType;
}
public @NotNull PlayerInventory getInventory() {
return inventory;
}
/**
* Used to get the player latency,
* computed by seeing how long it takes the client to answer the {@link KeepAlivePacket} packet.
*
* @return the player latency
*/
public int getLatency() {
return latency;
}
/**
* Gets the player {@link GameMode}.
*
* @return the player current gamemode
*/
public GameMode getGameMode() {
return gameMode;
}
/**
* Changes the player {@link GameMode}
*
* @param gameMode the new player GameMode
*/
public void setGameMode(@NotNull GameMode gameMode) {
this.gameMode = gameMode;
// Condition to prevent sending the packets before spawning the player
if (isActive()) {
sendPacket(new ChangeGameStatePacket(ChangeGameStatePacket.Reason.CHANGE_GAMEMODE, gameMode.getId()));
sendPacketToViewersAndSelf(new PlayerInfoPacket(PlayerInfoPacket.Action.UPDATE_GAMEMODE,
new PlayerInfoPacket.UpdateGameMode(getUuid(), gameMode)));
}
// The client updates their abilities based on the GameMode as follows
switch (gameMode) {
case CREATIVE -> {
this.allowFlying = true;
this.instantBreak = true;
this.invulnerable = true;
}
case SPECTATOR -> {
this.allowFlying = true;
this.instantBreak = false;
this.invulnerable = true;
this.flying = true;
}
default -> {
this.allowFlying = false;
this.instantBreak = false;
this.invulnerable = false;
this.flying = false;
}
}
}
/**
* Gets if this player is in creative. Used for code readability.
*
* @return true if the player is in creative mode
*/
public boolean isCreative() {
return gameMode == GameMode.CREATIVE;
}
/**
* Changes the dimension of the player.
* Mostly unsafe since it requires sending chunks after.
*
* @param dimensionType the new player dimension
*/
protected void sendDimension(@NotNull DimensionType dimensionType) {
Check.argCondition(dimensionType.equals(getDimensionType()),
"The dimension needs to be different than the current one!");
this.dimensionType = dimensionType;
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sendPacket(new RespawnPacket(dimensionType, dimensionType.getName().asString(),
0, gameMode, gameMode, false, levelFlat, true));
refreshClientStateAfterRespawn();
}
/**
* Kicks the player with a reason.
*
* @param component the reason
*/
public void kick(@NotNull Component component) {
final ConnectionState connectionState = playerConnection.getConnectionState();
// Packet type depends on the current player connection state
final ServerPacket disconnectPacket;
if (connectionState == ConnectionState.LOGIN) {
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disconnectPacket = new LoginDisconnectPacket(component);
} else {
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disconnectPacket = new DisconnectPacket(component);
}
if (playerConnection instanceof PlayerSocketConnection) {
((PlayerSocketConnection) playerConnection).writeAndFlush(disconnectPacket);
playerConnection.disconnect();
} else {
playerConnection.sendPacket(disconnectPacket);
playerConnection.refreshOnline(false);
}
}
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/**
* Kicks the player with a reason.
*
* @param message the kick reason
*/
public void kick(@NotNull String message) {
this.kick(Component.text(message));
}
/**
* Changes the current held slot for the player.
*
* @param slot the slot that the player has to held
* @throws IllegalArgumentException if {@code slot} is not between 0 and 8
*/
public void setHeldItemSlot(byte slot) {
Check.argCondition(!MathUtils.isBetween(slot, 0, 8), "Slot has to be between 0 and 8");
refreshHeldSlot(slot);
this.playerConnection.sendPacket(new HeldItemChangePacket(slot));
}
/**
* Gets the player held slot (0-8).
*
* @return the current held slot for the player
*/
public byte getHeldSlot() {
return heldSlot;
}
public void setTeam(Team team) {
super.setTeam(team);
if (team != null) {
var players = MinecraftServer.getConnectionManager().getOnlinePlayers();
PacketUtils.sendGroupedPacket(players, team.createTeamsCreationPacket());
}
}
/**
* Changes the tag below the name.
*
* @param belowNameTag The new below name tag
*/
public void setBelowNameTag(BelowNameTag belowNameTag) {
if (this.belowNameTag == belowNameTag) return;
if (this.belowNameTag != null) {
this.belowNameTag.removeViewer(this);
}
this.belowNameTag = belowNameTag;
}
/**
* Gets the player open inventory.
*
* @return the currently open inventory, null if there is not (player inventory is not detected)
*/
public @Nullable Inventory getOpenInventory() {
return openInventory;
}
/**
* Opens the specified Inventory, close the previous inventory if existing.
*
* @param inventory the inventory to open
* @return true if the inventory has been opened/sent to the player, false otherwise (cancelled by event)
*/
public boolean openInventory(@NotNull Inventory inventory) {
InventoryOpenEvent inventoryOpenEvent = new InventoryOpenEvent(inventory, this);
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EventDispatcher.callCancellable(inventoryOpenEvent, () -> {
Inventory openInventory = getOpenInventory();
if (openInventory != null) {
openInventory.removeViewer(this);
}
Inventory newInventory = inventoryOpenEvent.getInventory();
if (newInventory == null) {
// just close the inventory
return;
}
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playerConnection.sendPacket(new OpenWindowPacket(newInventory.getWindowId(),
newInventory.getInventoryType().getWindowType(), newInventory.getTitle()));
newInventory.addViewer(this);
this.openInventory = newInventory;
});
return !inventoryOpenEvent.isCancelled();
}
/**
* Closes the current inventory if there is any.
* It closes the player inventory (when opened) if {@link #getOpenInventory()} returns null.
*/
public void closeInventory() {
Inventory openInventory = getOpenInventory();
// Drop cursor item when closing inventory
ItemStack cursorItem;
if (openInventory == null) {
cursorItem = getInventory().getCursorItem();
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getInventory().setCursorItem(ItemStack.AIR);
} else {
cursorItem = openInventory.getCursorItem(this);
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openInventory.setCursorItem(this, ItemStack.AIR);
}
if (!cursorItem.isAir()) {
// Add item to inventory if he hasn't been able to drop it
if (!dropItem(cursorItem)) {
getInventory().addItemStack(cursorItem);
}
}
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CloseWindowPacket closeWindowPacket;
if (openInventory == null) {
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closeWindowPacket = new CloseWindowPacket((byte) 0);
} else {
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closeWindowPacket = new CloseWindowPacket(openInventory.getWindowId());
openInventory.removeViewer(this); // Clear cache
this.openInventory = null;
}
playerConnection.sendPacket(closeWindowPacket);
inventory.update();
this.didCloseInventory = true;
}
/**
* Used internally to prevent an inventory click to be processed
* when the inventory listeners closed the inventory.
* <p>
* Should only be used within an inventory listener (event or condition).
*
* @return true if the inventory has been closed, false otherwise
*/
public boolean didCloseInventory() {
return didCloseInventory;
}
/**
* Used internally to reset the didCloseInventory field.
* <p>
* Shouldn't be used externally without proper understanding of its consequence.
*
* @param didCloseInventory the new didCloseInventory field
*/
public void UNSAFE_changeDidCloseInventory(boolean didCloseInventory) {
this.didCloseInventory = didCloseInventory;
}
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public int getNextTeleportId() {
return teleportId.incrementAndGet();
}
public int getLastSentTeleportId() {
return teleportId.get();
}
public int getLastReceivedTeleportId() {
return receivedTeleportId;
}
public void refreshReceivedTeleportId(int receivedTeleportId) {
this.receivedTeleportId = receivedTeleportId;
}
/**
* @see Entity#synchronizePosition(boolean)
*/
@Override
@ApiStatus.Internal
protected void synchronizePosition(boolean includeSelf) {
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if (includeSelf) {
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playerConnection.sendPacket(new PlayerPositionAndLookPacket(position, (byte) 0x00, getNextTeleportId(), false));
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}
super.synchronizePosition(includeSelf);
}
/**
* Gets the player permission level.
*
* @return the player permission level
*/
public int getPermissionLevel() {
return permissionLevel;
}
/**
* Changes the player permission level.
*
* @param permissionLevel the new player permission level
* @throws IllegalArgumentException if {@code permissionLevel} is not between 0 and 4
*/
public void setPermissionLevel(int permissionLevel) {
Check.argCondition(!MathUtils.isBetween(permissionLevel, 0, 4), "permissionLevel has to be between 0 and 4");
this.permissionLevel = permissionLevel;
// Condition to prevent sending the packets before spawning the player
if (isActive()) {
// Magic values: https://wiki.vg/Entity_statuses#Player
// TODO remove magic values
final byte permissionLevelStatus = (byte) (24 + permissionLevel);
triggerStatus(permissionLevelStatus);
}
}
/**
* Sets or remove the reduced debug screen.
*
* @param reduced should the player has the reduced debug screen
*/
public void setReducedDebugScreenInformation(boolean reduced) {
this.reducedDebugScreenInformation = reduced;
// Magic values: https://wiki.vg/Entity_statuses#Player
// TODO remove magic values
final byte debugScreenStatus = (byte) (reduced ? 22 : 23);
triggerStatus(debugScreenStatus);
}
/**
* Gets if the player has the reduced debug screen.
*
* @return true if the player has the reduced debug screen, false otherwise
*/
public boolean hasReducedDebugScreenInformation() {
return reducedDebugScreenInformation;
}
/**
* The invulnerable field appear in the {@link PlayerAbilitiesPacket} packet.
*
* @return true if the player is invulnerable, false otherwise
*/
public boolean isInvulnerable() {
return super.isInvulnerable();
}
/**
* This do update the {@code invulnerable} field in the packet {@link PlayerAbilitiesPacket}
* and prevent the player from receiving damage.
*
* @param invulnerable should the player be invulnerable
*/
public void setInvulnerable(boolean invulnerable) {
super.setInvulnerable(invulnerable);
refreshAbilities();
}
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@Override
public void setSneaking(boolean sneaking) {
if (isFlying()) { //If we are flying, don't set the players pose to sneaking as this can clip them through blocks
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this.entityMeta.setSneaking(sneaking);
} else {
super.setSneaking(sneaking);
}
}
/**
* Gets if the player is currently flying.
*
* @return true if the player if flying, false otherwise
*/
public boolean isFlying() {
return flying;
}
/**
* Sets the player flying.
*
* @param flying should the player fly
*/
public void setFlying(boolean flying) {
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refreshFlying(flying);
refreshAbilities();
}
/**
* Updates the internal flying field.
* <p>
* Mostly unsafe since there is nothing to backup the value, used internally for creative players.
*
* @param flying the new flying field
* @see #setFlying(boolean) instead
*/
public void refreshFlying(boolean flying) {
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//When the player starts or stops flying, their pose needs to change
if (this.flying != flying) {
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Pose pose = getPose();
if (this.isSneaking() && pose == Pose.STANDING) {
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setPose(Pose.SNEAKING);
} else if (pose == Pose.SNEAKING) {
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setPose(Pose.STANDING);
}
}
this.flying = flying;
}
/**
* Gets if the player is allowed to fly.
*
* @return true if the player if allowed to fly, false otherwise
*/
public boolean isAllowFlying() {
return allowFlying;
}
/**
* Allows or forbid the player to fly.
*
* @param allowFlying should the player be allowed to fly
*/
public void setAllowFlying(boolean allowFlying) {
this.allowFlying = allowFlying;
refreshAbilities();
}
public boolean isInstantBreak() {
return instantBreak;
}
/**
* Changes the player ability "Creative Mode".
*
* @param instantBreak true to allow instant break
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* @see <a href="https://wiki.vg/Protocol#Player_Abilities_.28clientbound.29">player abilities</a>
*/
public void setInstantBreak(boolean instantBreak) {
this.instantBreak = instantBreak;
refreshAbilities();
}
/**
* Gets the player flying speed.
*
* @return the flying speed of the player
*/
public float getFlyingSpeed() {
return flyingSpeed;
}
/**
* Updates the internal field and send a {@link PlayerAbilitiesPacket} with the new flying speed.
*
* @param flyingSpeed the new flying speed of the player
*/
public void setFlyingSpeed(float flyingSpeed) {
this.flyingSpeed = flyingSpeed;
refreshAbilities();
}
public float getFieldViewModifier() {
return fieldViewModifier;
}
public void setFieldViewModifier(float fieldViewModifier) {
this.fieldViewModifier = fieldViewModifier;
refreshAbilities();
}
/**
* This is the map used to send the statistic packet.
* It is possible to add/remove/change statistic value directly into it.
*
* @return the modifiable statistic map
*/
public @NotNull Map<PlayerStatistic, Integer> getStatisticValueMap() {
return statisticValueMap;
}
/**
* Gets the player vehicle information.
*
* @return the player vehicle information
*/
public @NotNull PlayerVehicleInformation getVehicleInformation() {
return vehicleInformation;
}
/**
* Sends to the player a {@link PlayerAbilitiesPacket} with all the updated fields.
*/
protected void refreshAbilities() {
byte flags = 0;
if (invulnerable)
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flags |= PlayerAbilitiesPacket.FLAG_INVULNERABLE;
if (flying)
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flags |= PlayerAbilitiesPacket.FLAG_FLYING;
if (allowFlying)
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flags |= PlayerAbilitiesPacket.FLAG_ALLOW_FLYING;
if (instantBreak)
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flags |= PlayerAbilitiesPacket.FLAG_INSTANT_BREAK;
playerConnection.sendPacket(new PlayerAbilitiesPacket(flags, flyingSpeed, fieldViewModifier));
}
/**
* All packets in the queue are executed in the {@link #update(long)} method
* It is used internally to add all received packet from the client.
* Could be used to "simulate" a received packet, but to use at your own risk.
*
* @param packet the packet to add in the queue
*/
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public void addPacketToQueue(@NotNull ClientPacket packet) {
this.packets.offer(packet);
}
@ApiStatus.Internal
@ApiStatus.Experimental
public void interpretPacketQueue() {
// This method is NOT thread-safe
this.packets.drain(packet -> MinecraftServer.getPacketListenerManager().processClientPacket(packet, this));
}
/**
* Changes the storage player latency and update its tab value.
*
* @param latency the new player latency
*/
public void refreshLatency(int latency) {
this.latency = latency;
sendPacketToViewersAndSelf(new PlayerInfoPacket(PlayerInfoPacket.Action.UPDATE_LATENCY,
new PlayerInfoPacket.UpdateLatency(getUuid(), latency)));
}
public void refreshOnGround(boolean onGround) {
this.onGround = onGround;
if (this.onGround && this.isFlyingWithElytra()) {
this.setFlyingWithElytra(false);
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EventDispatcher.call(new PlayerStopFlyingWithElytraEvent(this));
}
}
/**
* Used to change internally the last sent last keep alive id.
* <p>
* Warning: could lead to have the player kicked because of a wrong keep alive packet.
*
* @param lastKeepAlive the new lastKeepAlive id
*/
public void refreshKeepAlive(long lastKeepAlive) {
this.lastKeepAlive = lastKeepAlive;
this.answerKeepAlive = false;
}
public boolean didAnswerKeepAlive() {
return answerKeepAlive;
}
public void refreshAnswerKeepAlive(boolean answerKeepAlive) {
this.answerKeepAlive = answerKeepAlive;
}
/**
* Changes the held item for the player viewers
* Also cancel eating if {@link #isEating()} was true.
* <p>
* Warning: the player will not be noticed by this chance, only his viewers,
* see instead: {@link #setHeldItemSlot(byte)}.
*
* @param slot the new held slot
*/
public void refreshHeldSlot(byte slot) {
this.heldSlot = slot;
syncEquipment(EquipmentSlot.MAIN_HAND);
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refreshEating(null);
}
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public void refreshEating(@Nullable Hand eatingHand, long eatingTime) {
this.eatingHand = eatingHand;
if (eatingHand != null) {
this.startEatingTime = System.currentTimeMillis();
this.eatingTime = eatingTime;
} else {
this.startEatingTime = 0;
}
}
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public void refreshEating(@Nullable Hand eatingHand) {
refreshEating(eatingHand, defaultEatingTime);
}
/**
* Used to call {@link ItemUpdateStateEvent} with the proper item
* It does check which hand to get the item to update.
*
* @param allowFood true if food should be updated, false otherwise
* @return the called {@link ItemUpdateStateEvent},
* null if there is no item to update the state
* @deprecated Use {@link #callItemUpdateStateEvent(Hand)} instead
*/
@Deprecated
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public @Nullable ItemUpdateStateEvent callItemUpdateStateEvent(boolean allowFood, @Nullable Hand hand) {
if (hand == null)
return null;
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final ItemStack updatedItem = getItemInHand(hand);
final boolean isFood = updatedItem.getMaterial().isFood();
if (isFood && !allowFood)
return null;
ItemUpdateStateEvent itemUpdateStateEvent = new ItemUpdateStateEvent(this, hand, updatedItem);
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EventDispatcher.call(itemUpdateStateEvent);
return itemUpdateStateEvent;
}
/**
* Used to call {@link ItemUpdateStateEvent} with the proper item
* It does check which hand to get the item to update. Allows food.
*
* @return the called {@link ItemUpdateStateEvent},
* null if there is no item to update the state
*/
public @Nullable ItemUpdateStateEvent callItemUpdateStateEvent(@Nullable Hand hand) {
return callItemUpdateStateEvent(true, hand);
}
public void refreshVehicleSteer(float sideways, float forward, boolean jump, boolean unmount) {
this.vehicleInformation.refresh(sideways, forward, jump, unmount);
}
/**
* Gets the last sent keep alive id.
*
* @return the last keep alive id sent to the player
*/
public long getLastKeepAlive() {
return lastKeepAlive;
}
@Override
public @NotNull HoverEvent<ShowEntity> asHoverEvent(@NotNull UnaryOperator<ShowEntity> op) {
return HoverEvent.showEntity(ShowEntity.of(EntityType.PLAYER, this.uuid, this.displayName));
}
/**
* Gets the packet to add the player from the tab-list.
*
* @return a {@link PlayerInfoPacket} to add the player
*/
protected @NotNull PlayerInfoPacket getAddPlayerToList() {
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final PlayerSkin skin = this.skin;
List<PlayerInfoPacket.AddPlayer.Property> prop = skin != null ?
List.of(new PlayerInfoPacket.AddPlayer.Property("textures", skin.textures(), skin.signature())) :
Collections.emptyList();
return new PlayerInfoPacket(PlayerInfoPacket.Action.ADD_PLAYER,
new PlayerInfoPacket.AddPlayer(getUuid(), getUsername(), prop, getGameMode(), getLatency(), displayName));
}
/**
* Gets the packet to remove the player from the tab-list.
*
* @return a {@link PlayerInfoPacket} to remove the player
*/
protected @NotNull PlayerInfoPacket getRemovePlayerToList() {
return new PlayerInfoPacket(PlayerInfoPacket.Action.REMOVE_PLAYER, new PlayerInfoPacket.RemovePlayer(getUuid()));
}
/**
* Sends all the related packet to have the player sent to another with related data
* (create player, spawn position, velocity, metadata, equipments, passengers, team).
* <p>
* WARNING: this alone does not sync the player, please use {@link #addViewer(Player)}.
*
* @param connection the connection to show the player to
*/
protected void showPlayer(@NotNull PlayerConnection connection) {
connection.sendPacket(getAddPlayerToList());
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connection.sendPacket(getEntityType().registry().spawnType().getSpawnPacket(this));
connection.sendPacket(getVelocityPacket());
connection.sendPacket(getMetadataPacket());
connection.sendPacket(getEquipmentsPacket());
if (hasPassenger()) {
connection.sendPacket(getPassengersPacket());
}
// Team
if (this.getTeam() != null) {
connection.sendPacket(this.getTeam().createTeamsCreationPacket());
}
connection.sendPacket(new EntityHeadLookPacket(getEntityId(), position.yaw()));
}
@Override
public @NotNull ItemStack getItemInMainHand() {
return inventory.getItemInMainHand();
}
@Override
public void setItemInMainHand(@NotNull ItemStack itemStack) {
inventory.setItemInMainHand(itemStack);
}
@Override
public @NotNull ItemStack getItemInOffHand() {
return inventory.getItemInOffHand();
}
@Override
public void setItemInOffHand(@NotNull ItemStack itemStack) {
inventory.setItemInOffHand(itemStack);
}
@Override
public @NotNull ItemStack getHelmet() {
return inventory.getHelmet();
}
@Override
public void setHelmet(@NotNull ItemStack itemStack) {
inventory.setHelmet(itemStack);
}
@Override
public @NotNull ItemStack getChestplate() {
return inventory.getChestplate();
}
@Override
public void setChestplate(@NotNull ItemStack itemStack) {
inventory.setChestplate(itemStack);
}
@Override
public @NotNull ItemStack getLeggings() {
return inventory.getLeggings();
}
@Override
public void setLeggings(@NotNull ItemStack itemStack) {
inventory.setLeggings(itemStack);
}
@Override
public @NotNull ItemStack getBoots() {
return inventory.getBoots();
}
@Override
public void setBoots(@NotNull ItemStack itemStack) {
inventory.setBoots(itemStack);
}
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@Override
public Locale getLocale() {
final String locale = settings.locale;
if (locale == null) return null;
return Locale.forLanguageTag(locale.replace("_", "-"));
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}
/**
* Sets the player's locale. This will only set the locale of the player as it
* is stored in the server. This will also be reset if the settings are refreshed.
*
* @param locale the new locale
*/
@Override
public void setLocale(@Nullable Locale locale) {
settings.locale = locale == null ? null : locale.toLanguageTag();
}
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@Override
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public @NotNull Identity identity() {
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return this.identity;
}
@Override
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public @NotNull Pointers pointers() {
return this.pointers;
}
@Override
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public void setUuid(@NotNull UUID uuid) {
super.setUuid(uuid);
// update identity
this.identity = Identity.identity(uuid);
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}
@Override
public boolean isPlayer() {
return true;
}
@Override
public Player asPlayer() {
return this;
}
/**
* Represents the main or off hand of the player.
*/
public enum Hand {
MAIN,
OFF
}
public enum FacePoint {
FEET,
EYE
}
// Settings enum
/**
* Represents where is located the main hand of the player (can be changed in Minecraft option).
*/
public enum MainHand {
LEFT,
RIGHT
}
public class PlayerSettings {
private String locale;
private byte viewDistance;
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private ChatMessageType chatMessageType;
private boolean chatColors;
private byte displayedSkinParts;
private MainHand mainHand;
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public PlayerSettings() {
viewDistance = 2;
}
/**
* The player game language.
*
* @return the player locale
*/
public String getLocale() {
return locale;
}
/**
* Gets the player view distance.
*
* @return the player view distance
*/
public byte getViewDistance() {
return viewDistance;
}
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/**
* Gets the messages this player wants to receive.
*
* @return the messages
*/
public @Nullable ChatMessageType getChatMessageType() {
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return chatMessageType;
}
/**
* Gets if the player has chat colors enabled.
*
* @return true if chat colors are enabled, false otherwise
*/
public boolean hasChatColors() {
return chatColors;
}
public byte getDisplayedSkinParts() {
return displayedSkinParts;
}
/**
* Gets the player main hand.
*
* @return the player main hand
*/
public MainHand getMainHand() {
return mainHand;
}
/**
* Changes the player settings internally.
* <p>
* WARNING: the player will not be noticed by this change, probably unsafe.
*
* @param locale the player locale
* @param viewDistance the player view distance
* @param chatMessageType the chat messages the player wishes to receive
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* @param chatColors if chat colors should be displayed
* @param displayedSkinParts the player displayed skin parts
* @param mainHand the player main hand
*/
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public void refresh(String locale, byte viewDistance, ChatMessageType chatMessageType, boolean chatColors,
byte displayedSkinParts, MainHand mainHand) {
this.locale = locale;
this.viewDistance = viewDistance;
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this.chatMessageType = chatMessageType;
this.chatColors = chatColors;
this.displayedSkinParts = displayedSkinParts;
this.mainHand = mainHand;
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// TODO: Use the metadata object here
metadata.setIndex((byte) 17, Metadata.Byte(displayedSkinParts));
}
}
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}