chore: remove some unnecessary logging

This commit is contained in:
mworzala 2023-11-18 16:37:03 +02:00 committed by Matt Worzala
parent 1161fbf1b1
commit b04fca8e7f
7 changed files with 28 additions and 21 deletions

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@ -14,6 +14,7 @@ import net.minestom.server.event.server.ServerListPingEvent;
import net.minestom.server.extras.lan.OpenToLAN;
import net.minestom.server.extras.lan.OpenToLANConfig;
import net.minestom.server.extras.optifine.OptifineSupport;
import net.minestom.server.extras.velocity.VelocityProxy;
import net.minestom.server.instance.block.BlockManager;
import net.minestom.server.ping.ResponseData;
import net.minestom.server.utils.identity.NamedAndIdentified;
@ -107,10 +108,10 @@ public class Main {
OptifineSupport.enable();
//VelocityProxy.enable("rBeJJ79W4MVU");
VelocityProxy.enable("abc");
//BungeeCordProxy.enable();
//MojangAuth.init();
//MojangAuth.init();c
// useful for testing - we don't need to worry about event calls so just set this to a long time
OpenToLAN.open(new OpenToLANConfig().eventCallDelay(Duration.of(1, TimeUnit.DAY)));

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@ -132,7 +132,6 @@ public final class PacketListenerManager {
// If the packet intends to switch state, do it now.
var nextState = packet.nextState();
if (nextState != null && state != nextState) {
System.out.println("CHANGE CLIENT STATE TO " + nextState);
connection.setClientState(nextState);
}
}

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@ -3,7 +3,6 @@ package net.minestom.server.listener.preplay;
import net.minestom.server.MinecraftServer;
import net.minestom.server.entity.Player;
import net.minestom.server.network.ConnectionManager;
import net.minestom.server.network.ConnectionState;
import net.minestom.server.network.packet.client.configuration.ClientFinishConfigurationPacket;
import org.jetbrains.annotations.NotNull;

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@ -54,10 +54,6 @@ public class PacketProcessor {
public ClientPacket process(@NotNull PlayerConnection connection, int packetId, ByteBuffer body) {
final ClientPacket packet = create(connection.getClientState(), packetId, body);
var packetClass = packet.getClass();
if (packetClass != ClientPlayerPositionPacket.class && packetClass != ClientPlayerPositionAndRotationPacket.class && packetClass != ClientPlayerRotationPacket.class)
System.out.println("PROCESS " + connection.getClientState() + " " + packet.getClass().getSimpleName());
final ConnectionState state = connection.getClientState();
switch (state) {
case HANDSHAKE, STATUS, LOGIN, CONFIGURATION -> packetListenerManager.processClientPacket(connection.getClientState(), packet, connection);

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@ -22,7 +22,13 @@ public non-sealed interface ServerPacket extends NetworkBuffer.Writer, SendableP
*/
int getId(@NotNull ConnectionState state);
// If not null, the server will switch state immediately after sending this packet
/**
* If not null, the server will switch state immediately after sending this packet
*
* <p>WARNING: A cached or framed packet will currently never go through writeServerPacketSync,
* so a state change inside one of them will never actually be triggered. Currently, cached
* packets are never used for packets that change state, so this is not a problem.</p>
*/
default @Nullable ConnectionState nextState() {
return null;
}

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@ -10,17 +10,28 @@ import static net.minestom.server.network.NetworkBuffer.INT;
public record UnloadChunkPacket(int chunkX, int chunkZ) implements ServerPacket {
public UnloadChunkPacket(@NotNull NetworkBuffer reader) {
this(reader.read(INT), reader.read(INT));
this(read(reader));
}
private UnloadChunkPacket(@NotNull UnloadChunkPacket other) {
this(other.chunkX(), other.chunkZ());
}
@Override
public void write(@NotNull NetworkBuffer writer) {
writer.write(INT, chunkX);
// Client reads this as a single long in big endian, so we have to write it backwards
writer.write(INT, chunkZ);
writer.write(INT, chunkX);
}
@Override
public int getId(@NotNull ConnectionState state) {
return ServerPacketIdentifier.UNLOAD_CHUNK;
}
private static UnloadChunkPacket read(@NotNull NetworkBuffer reader) {
int z = reader.read(INT);
int x = reader.read(INT);
return new UnloadChunkPacket(x, z);
}
}

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@ -347,21 +347,17 @@ public class PlayerSocketConnection extends PlayerConnection {
if (event.isCancelled()) return;
}
// Write packet
// WARNING: A cached or framed packet will currently never go through writeServerPacketSync,
// so a state change inside one of them will never actually be triggered. Currently, cached
// packets are never used for packets that change state, so this is not a problem.
if (packet instanceof ServerPacket serverPacket) {
writeServerPacketSync(serverPacket, compressed);
} else if (packet instanceof FramedPacket framedPacket) {
var buffer = framedPacket.body();
System.out.println("SEND " + getServerState() + " " + "UNKNOWN FRAMED");
writeBufferSync(buffer, 0, buffer.limit());
} else if (packet instanceof CachedPacket cachedPacket) {
var buffer = cachedPacket.body(getServerState());
if (buffer != null) {
var packetClass = cachedPacket.packet(getServerState()).getClass();
if (packetClass != TimeUpdatePacket.class && packetClass != UpdateLightPacket.class && packetClass != ChunkDataPacket.class) {
System.out.println("SEND " + getServerState() + " " + cachedPacket.packet(getServerState()).getClass().getSimpleName());
}
writeBufferSync(buffer, buffer.position(), buffer.remaining());
}
if (buffer != null) writeBufferSync(buffer, buffer.position(), buffer.remaining());
else writeServerPacketSync(cachedPacket.packet(getServerState()), compressed);
} else if (packet instanceof LazyPacket lazyPacket) {
writeServerPacketSync(lazyPacket.packet(), compressed);
@ -381,12 +377,11 @@ public class PlayerSocketConnection extends PlayerConnection {
try (var hold = ObjectPool.PACKET_POOL.hold()) {
var state = getServerState();
var buffer = PacketUtils.createFramedPacket(state, hold.get(), serverPacket, compressed);
System.out.println("SEND " + getServerState() + " cls=" + serverPacket.getClass().getSimpleName() + " id=" + serverPacket.getId(getServerState()));
writeBufferSync(buffer, 0, buffer.limit());
// If this packet has a state change, apply it.
var nextState = serverPacket.nextState();
if (nextState != null && state != nextState) {
System.out.println("CHANGE SERVER STATE TO " + nextState);
setServerState(nextState);
}
}