NoCheatPlus/NCPCore/src/main/java/fr/neatmonster/nocheatplus/checks/blockbreak/FastBreak.java

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/*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package fr.neatmonster.nocheatplus.checks.blockbreak;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
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import org.bukkit.potion.PotionEffectType;
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import fr.neatmonster.nocheatplus.actions.ParameterName;
import fr.neatmonster.nocheatplus.checks.Check;
import fr.neatmonster.nocheatplus.checks.CheckType;
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import fr.neatmonster.nocheatplus.checks.ViolationData;
import fr.neatmonster.nocheatplus.compat.AlmostBoolean;
import fr.neatmonster.nocheatplus.compat.Bridge1_9;
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import fr.neatmonster.nocheatplus.permissions.Permissions;
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
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import fr.neatmonster.nocheatplus.players.IPlayerData;
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import fr.neatmonster.nocheatplus.utilities.PotionUtil;
import fr.neatmonster.nocheatplus.utilities.TickTask;
import fr.neatmonster.nocheatplus.utilities.map.BlockProperties;
/**
* A check used to verify if the player isn't breaking blocks faster than possible.
*/
public class FastBreak extends Check {
/**
* Instantiates a new fast break check.
*/
public FastBreak() {
super(CheckType.BLOCKBREAK_FASTBREAK);
}
/**
* Checks a player for fastbreak. This is NOT for creative mode.
*
* @param player
* the player
* @param block
* the block
* @param isInstaBreak
* @param data
* @param cc
* @param elaspedTime
* @return true, if successful
*/
[BLEEDING][BREAKING][INSTABLE] Swiftly throw in permission caching. Benefits: * Improves performance, where permission lookup has major impact, with timeout based lookup, static permissions (skip permission check entirely), and world/offline based invalidation. (Once fully implemented.) * Hopefully more efficient: use Bukkit Permission for faster defaults. * (Allows control over how which permission is to be updated/invalidated, which is useful per se.) Risks: * Complex changes yield bugs. * Other plugins depending on NCP might break. * Cache incoherence might happen (permissions are changed dynamically +- unintended malconfiguration, or in case of bugs). * (Endless loops certainly have all been fixed.) Breaking: * Lots of more or less internal API has been changed or removed: Check, CheckType, CheckUtils, TickTask, ... * Permission checking behavior has been altered. Rough points: * Implement a permission cache within PlayerData. * Remove the player tasks and permission updates in favour of handling those within DataManager and PlayerData. * Adjust everything else to it (partly TBD). * Updating sets of permissions (e.g. for CHAT) is done more lazily now, i.e. one per 10 ticks). An actual permission check would still yield an update next tick (asynchronous). * Fixed/extended random spots (DualCollection, MiniListener registration support, StringUtil). Missing: * Basic implementation * Cleanup after logout (stages: 1. non-essential like permissions, 2. unrecoverable like set-back location, 3. complete data removal). * Coverage * Might have missed spots. * NoCheatPlus.nameSetPerms should be replaced by caching + default config for world-wise updating. * Command permissions are always checked. At least for players, cache based lookup should get implemented. * More unit tests. * Extended configurability: Per-world settings/policies. * Efficiency * Not all parts of the implementation are 100%/optimal yet.
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public boolean check(final Player player, final Block block, final AlmostBoolean isInstaBreak,
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
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final BlockBreakConfig cc, final BlockBreakData data, final IPlayerData pData) {
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final long now = System.currentTimeMillis();
boolean cancel = false;
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// Determine expected breaking time by block type.
final Material blockType = block.getType();
final long expectedBreakingTime = Math.max(0, Math.round((double) BlockProperties.getBreakingDuration(blockType, player) * (double) cc.fastBreakModSurvival / 100D));
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final long elapsedTime;
// TODO: Concept for unbreakable blocks? Context: extreme VL.
// TODO: Should it be breakingTime instead of 0 for inconsistencies?
if (cc.fastBreakStrict) {
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// Counting interact...break.
elapsedTime = (data.fastBreakBreakTime > data.fastBreakfirstDamage) ? 0 : now - data.fastBreakfirstDamage;
}
else {
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// Counting break...break.
elapsedTime = (data.fastBreakBreakTime > now) ? 0 : now - data.fastBreakBreakTime;
}
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// Check if the time used time is lower than expected.
if (isInstaBreak.decideOptimistically()) {
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// Ignore those for now.
// TODO: Find out why this was commented out long ago a) did not fix mcMMO b) exploits.
// TODO: Maybe adjust time to min(time, SOMETHING) for MAYBE/YES.
}
else if (elapsedTime < 0) {
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// Ignore it. TODO: ?
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}
else if (elapsedTime + cc.fastBreakDelay < expectedBreakingTime) {
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// lag or cheat or Minecraft.
// Count in server side lag, if desired.
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
2018-02-13 15:15:23 +01:00
final float lag = pData.getCurrentWorldDataSafe().shouldAdjustToLag(type)
? TickTask.getLag(expectedBreakingTime, true) : 1f;
final long missingTime = expectedBreakingTime - (long) (lag * elapsedTime);
if (missingTime > 0) {
// Add as penalty
data.fastBreakPenalties.add(now, (float) missingTime);
// Only raise a violation, if the total penalty score exceeds the contention duration (for lag, delay).
if (data.fastBreakPenalties.score(cc.fastBreakBucketFactor) > cc.fastBreakGrace) {
// TODO: maybe add one absolute penalty time for big amounts to stop breaking until then
final double vlAdded = (double) missingTime / 1000.0;
data.fastBreakVL += vlAdded;
final ViolationData vd = new ViolationData(this, player, data.fastBreakVL, vlAdded, cc.fastBreakActions);
if (vd.needsParameters()) {
vd.setParameter(ParameterName.BLOCK_TYPE, blockType.toString());
}
cancel = executeActions(vd).willCancel();
}
// else: still within contention limits.
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}
}
else if (expectedBreakingTime > cc.fastBreakDelay) {
// Fast breaking does not decrease violation level.
data.fastBreakVL *= 0.9D;
}
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
2018-02-13 15:15:23 +01:00
// TODO: Rework to use (then hopefully completed) BlockBreakKey.
if (pData.isDebugActive(type)) {
tailDebugStats(player, isInstaBreak, blockType,
elapsedTime, expectedBreakingTime, data, pData);
}
else {
data.stats = null;
}
// (The break time is set in the listener).
return cancel;
}
private void tailDebugStats(final Player player, final AlmostBoolean isInstaBreak,
final Material blockType, final long elapsedTime, final long expectedBreakingTime,
final BlockBreakData data, final IPlayerData pData) {
if (pData.hasPermission(Permissions.ADMINISTRATION_DEBUG, player)) {
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// General stats:
[BLEEDING][BREAKING][INSTABLE] Swiftly throw in permission caching. Benefits: * Improves performance, where permission lookup has major impact, with timeout based lookup, static permissions (skip permission check entirely), and world/offline based invalidation. (Once fully implemented.) * Hopefully more efficient: use Bukkit Permission for faster defaults. * (Allows control over how which permission is to be updated/invalidated, which is useful per se.) Risks: * Complex changes yield bugs. * Other plugins depending on NCP might break. * Cache incoherence might happen (permissions are changed dynamically +- unintended malconfiguration, or in case of bugs). * (Endless loops certainly have all been fixed.) Breaking: * Lots of more or less internal API has been changed or removed: Check, CheckType, CheckUtils, TickTask, ... * Permission checking behavior has been altered. Rough points: * Implement a permission cache within PlayerData. * Remove the player tasks and permission updates in favour of handling those within DataManager and PlayerData. * Adjust everything else to it (partly TBD). * Updating sets of permissions (e.g. for CHAT) is done more lazily now, i.e. one per 10 ticks). An actual permission check would still yield an update next tick (asynchronous). * Fixed/extended random spots (DualCollection, MiniListener registration support, StringUtil). Missing: * Basic implementation * Cleanup after logout (stages: 1. non-essential like permissions, 2. unrecoverable like set-back location, 3. complete data removal). * Coverage * Might have missed spots. * NoCheatPlus.nameSetPerms should be replaced by caching + default config for world-wise updating. * Command permissions are always checked. At least for players, cache based lookup should get implemented. * More unit tests. * Extended configurability: Per-world settings/policies. * Efficiency * Not all parts of the implementation are 100%/optimal yet.
2018-01-28 18:52:51 +01:00
// TODO: Replace stats by new system (BlockBreakKey once complete), commands to inspect / auto-config.
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
2018-02-13 15:15:23 +01:00
data.setStats();
data.stats.addStats(data.stats.getId(blockType+ "/u", true), elapsedTime);
data.stats.addStats(data.stats.getId(blockType + "/r", true), expectedBreakingTime);
player.sendMessage(data.stats.getStatsStr(true));
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// Send info about current break:
final ItemStack stack = Bridge1_9.getItemInMainHand(player);
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final boolean isValidTool = BlockProperties.isValidTool(blockType, stack);
final double haste = PotionUtil.getPotionEffectAmplifier(player, PotionEffectType.FAST_DIGGING);
String msg = (isInstaBreak.decideOptimistically() ? ("[Insta=" + isInstaBreak + "]") : "[Normal]") + "[" + blockType + "] "+ elapsedTime + "u / " + expectedBreakingTime +"r (" + (isValidTool?"tool":"no-tool") + ")" + (Double.isInfinite(haste) ? "" : " haste=" + ((int) haste + 1));
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player.sendMessage(msg);
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
2018-02-13 15:15:23 +01:00
// net.minecraft.server.Item mcItem = net.minecraft.server.Item.byId[stack.getTypeId()];
// if (mcItem != null) {
// double x = mcItem.getDestroySpeed(((CraftItemStack) stack).getHandle(), net.minecraft.server.Block.byId[blockId]);
// player.sendMessage("mc speed: " + x);
// }
}
}
[BROKEN] Data storage overhaul (basics). (+) (SAFETY COMMIT) Largely breaking change. * Interfaces in front of data types (and 'managers'), some interfaces removed. * Data and configuration fetching. * Check activation checking (config flags, isEnabled, hasBypass). * CheckType (activation checks, factories removed). * Lots of collateral signature changes, including IPlayerData. The (I)WorldDataManager stores per-world data (+ per world per check type). * Raw configurations. * Typical flags: check activation, debug, lag adaption. * Generic data, such as check configurations or per world check data. The (I)PlayerDataManager stores per player data. * Check Data. * Typical flags: debug * Exemption * Check data (and config cache). * Further mappings and later OfflinePlayerData. * The registration interface will allow defining, how instances are handled for registered types (factory, proxy, what on world change, what on logout, global removal handler, per player removal handler). (I)PlayerData is intended to be/become the central access point. * External interface is IPlayerData now. * Per player debug flags, exemptions. * Fetching configuration and data: local cache, relaying fetching to registered factories and proxy-registries/storage (e.g. fetching configuration from per world storage). Other fixes/changes: (+) Extend the debug player command (set true/false, reset to world default, arbitrary check types). (+) PlayerData maintains a currentWorldIdentifier (to be used instead of ChatData in future). (+) The WorldConfigProvider getAll implementation returns a LinkedHashSet now, avoiding duplicates. (+) Move DefaultGenericInstanceRegistry to NCPCore. (+) Thread-safety considerations for DefaultGenericInstanceRegistry. (+) Don't log errors on hasBypass checking. TBD: Instead intercept during listener methods (or even as a feature within the listener node: e.g. @ThreadContext(primaryThread=true, skipOffContext=true, cancelOffContext=true). (+) Add fight.wrongturn permissions to plugin.yml. (+) Missing GPLv3 headers. Broken/Missing: * WorldData inheritance from default: propagate all changes done directly to the default config to children (all worlds that don't have an explicit world_config.yml set) - possibly add an OverrideState or similar, (NONE, FROM_DEFAULT, EXPLICIT) and don't override EXPLICIT if coming from the default. Calling override on the default WorldData is not to be confused with calling override for WorldDataManager (override for all worlds as EXPLICIT). * Organize overriding for special circumstances (version dependent activation and the like). Might want to add registered override handlers to be called on reload automatically. * Store generic per check type per world data in the WorldDataManager, such as configurations and per-world check data. TBD: Factories, cleanup (!). * Most efficient referencing (IWorldCheckTypeNode, IHandle<something>?). * All the registry stuff (see PlayerData). * Use interfaces for auto registry (and a flag within RegistrationContext?) - world unload, world change, player join / leave. * (Data expiration handling including transition to IOfflinePlayerData, because now data is a little heavier.) * Further details.
2018-02-13 15:15:23 +01:00
}