(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.
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.
* Lift-off side conditions.
* Force stop gliding for some side conditions, to avoid freezing.
* Set maxheight to 128 for elytra and levitation too (mods/plugins/etc)
- better refine checks to catch stuff.
* Fix special flags not getting set with initializing ModelFlying from
config.
* Debug log exceeding the maxheight setting.
* Mostly harmless: Add interfaces and access methods, including
convenience methods.
* Don't store methods in Bridge1_9.
Issues left, not limited to:
* Boost not recognized on occasion.
* Gliding state kept when submerged in water and moving normally like
when not gliding, e.g. ascending (head in water / fully submerged).
* Elytra lift off not accepted: Gliding state set near the water
surface, but survivalfly check runs. Might be fixed already, though.
Breaks what used ModelFlying in any other way than setting up by config.
Use setters with chaining and a lock() method to lock against changes,
provide copy-constructor.
This is incomplete, as some pre-checks are still done with the full
bounds (flying just under web will put you to sf). Efficiency-wise there
could also be a more light-weight adjustment.
Attack areas are left too, e.g. flying (with or without boost) to
underwater, then end gliding to effectively clip with the head into
/through the block above.
With the lowered height it's also possible to get into odd spots, so
after stopping to glide you'll not be able to get out anymore.
If the teleport confirm packet is available, flying packets with
AckResolution.WAITING will be cancelled.
This is real bleeding edge and might need other adjustments not to
freeze players for to be discovered edge cases. The TeleportQueue
already does contain a timeout mechanism and should return
AckResolution.IDLE after some time.
A NO_RISK flag has been added, to allow skipping workarounds such as
packet level ack for skipping a set-back teleport. This remains
so-and-so, because in this case the set-back still would stay 'to be
done' and moves setting off from elsewhere would get cancelled, leading
to re-scheduling it, still:
* There could remain potential with micro moves, intentionally getting
set back.
* There remains an uncertainty with the telported logic initially not
having been made for a set-back location getting kept 'to be done' over
multiple server side ticks potentially.
* Having the ability to turn off this rare (?) case, allows faster
reaction, if issues should arise.
The default settings can be referenced by their ids:
* default.legacy for pre-1.9.
* default.cautious for not taking risks (such as packet level workaround
disabled, otherwise it's currently post-1.9 handling, working but not
optimal on pre-1.9).
* default.modern for the latest thing (currently post-1.9).
The defaults have been adjusted, according to so far experience:
* default.cautious contains flags SCHEDULE and NO_RISK now.
* default.modern is the default now, and contains SCHEDULE (but not
NO_RISK). This is used if nothing is specified in the configuration.
Where it's known that it's the primary thread, that test should be
omitted.
A remaining problem is the Check class, where the convenience methods
all will lead to testing for Bukkit.isPrimaryThread(). This needs to be
done differently.
It'll be hard/impossible to work around, if we have to check permissions
and meta data. For permissions we could do some kind of bulk/context
dependent caching and updating policy and check via PlayerData, but meta
data needs the Bukkit API to state thread safety. Future design could
also do without knowledge of the thread, if permissions are cached and
exemption by meta data is turned off (or also cached, but this only
works if other plugins don't use it for temporary exemption), a lazy
approach could pass on an AlmostBoolean isPrimaryThread.
For now, at least some of the frequently run moving checks use the
optimized approach.
Can't do much better than being there already. Thinkable trouble could
be with high latency and multiple teleports to different locations in
quick succession, so that cancelling the teleport will lead to the
player violating survivalfly again in the future, which means longer
freezing/rubberbanding than if we teleport now. However, current
assumption is, that it's better not to keep teleporting players around.
Instead of maps for each individual purpose, and the rather expensive
TickListener adding and removing, player specific task will be done via
one PlayerTickListener that can be registered with the TickTask. Thus
PlayerData has the access methods requestUpdateInventory and
requestPlayerSetBack, and so on, later more. For the
DataManager.playerData map it'll be UUID first now.
Consequently some calls have been altered to prefer passing Player or
UUID for PlayerData getting.
When a set back is scheduled:
* Cancel other teleports early. (x)
* Prevent Portal use. (x)
* Vehicle enter (not on vehicle set back). (x)
* Prevent attacking.
* Interact block. (x)
* Break block.
* Damage block. (x)
* Launch projectile.
* Place Block.
* Interact entity.
* Open inventory. (x)
The list is incomplete and adding/removing items remains subject to
discussion, having differing impact/severity for different actions. As
long as setting back rolls back to last ground, it might be better to
prevent some type of actions. Not all cancelling is logged.
(x) Probably most important for consistency, avoiding some types of
potential abuse.
A common framework
for "prevent types of action" during whatever-handling also is something
to consider.
Optimizations:
* Move handling some rare cases to methods (MovingListener,
PlayerTeleportEvent handling).
Because Spigot changed to fire the teleport following an altered move
end point with TeleportCause.PLUGIN, we have to alter set back handling,
so we can ensure to keep TeleportCause.UNKNOWN for setting back players.
Instead of altering the move end point, the event is just cancelled, and
a teleport is scheduled (with a dedicated TickTask method). Uncancelled
moving events mean removing scheduled teleports.
[BLEEDING]
* Comparably simple change - more places and special cases may still be
uncovered.
[BREAKING]
* Plugins that may rely on the exact sequence of things within NCP, as
it used to be.
Random
* Change "set-back" to "set back" everywhere for simplicity, and to
obfuscate the actual code changes.
* Set backs are now going through MovingListener.onCancelledMove instead
of MovingListener.onMoveMonitorNotCancelled.
* Illegal move handling would still use event.setTo.
This time the focus is on the utilities package.
Possibly used, but not really official API:
* Move block cache to a 'map' sub-package.
* Move RichBounds/RichEntity/Player-Location and TrigUtil to a location
sub-package.
Not really official API, likely not used:
* Move AttribUtil to compat, since it belongs there.
* Split off direction check methods to collision.CollisionUtil.
* Move static BlockCache methods to map.MapUtil.
* Move food related methods from CheckUtils to InventoryUtil.
* Move vehicle/passenger related methods from CheckUtils to
PassengerUtil.
Not breaking:
* Move IdUtil to commons.
Main objective is to get rid of too complex setMCAccess methods and to
be able to store handles rather permanently instead.
* Remove MCAccessHolder.
* Add/refine interfaces and implementations.
* Change constructors.
This is neither complete nor final. Intentions are to group interfaces
better, rather organizing packages in a flat way.
At some point there will be other major move-arounds, but that'll
hopefully be a point where we have a better idea of where to put what
(...). For now the approach is to move interfaces/things rather where
it's not interfering with profane exemption API use, preferably neither
taking down the top level API layer
(NoCheatPlusAPI).
Added deprecated interfaces to prevent cncp to break too quickly.
Outlook:
* Classes that are rather only expected to be used internally for setup
will likely get moved around freely.
* Classes that have been added since last release might also get moved
around freely.
* Implement VehicleMoveInfo and provide via AuxMoving.
* Use MovingData.resetVehiclePositions to reset past location on enter.
* Some auxiliary functionality.
* Route vehicle update and move through the same checkVehicleMove
method, to initialize things, making some decision about what locations
to use for from and to, and to ensure that firstPastMove is set.
* Adjustments and fixes (workaround for generics with PlayerLocation,
LocUtil.hashCode).
Prepare using VehicleUpdate and PlayerMove instead of VehicleMove for
vehicle moving. This change isn't intended to change
anything/much on the surface.
* Implement native IEntityAccessPositionAndLook for 1.9_R1 and 1.9_R2.
* Alter method visibility and parameters.
* Common pre-conditions.
* Route contents of both VehicleUpdateEvent and PlayerMoveEvent through
a common related method (also named onVehicleUpdate).
* Remove RichLivingEntityLocation, to be able to simplify more.
* Refine interfaces for locations (IGet... ISet... vs, I... for both).
* Implement location related interfaces in some places, related changes.
* Override hashCode for some of the location related classes. Use that
for storing location hashes instead of Location.hashCode. Auxiliary
methods for hashCode in LocUtil.
* Add onIce to LocationData.
* Renaming player vs. vehicles (likely incomplete).
* Possibly other related/random changes.
Line count is high for this change, despite not so complex. Next step is
to change VehicleChecks to use past move tracking to estimate from where
a vehicle is moving (left not compiling). Due to the lack of teleport
events, and due to entity last location being mostly useless, we have no
choice but to hard-set-back on anything that looks strange.
Roughly:
* Encapsulate past move tracking in a MoveTrace class.
* Have playerMoves and vehicleMoves (the latter unused).
* Resetting method for both player+vehicle including more packets each.
* Don't reset vehicle data on game mode change.
Later the ordinary envelope should be checked by survivalfly, possibly
adding exceptions for specific side conditions, e.g. elytra is worn.
Could lead to unifying cf + sf some day, rather using different kind of
sub-check methods, depending on side conditions (flying, allow flying,
elytra, ...).
Very coarse modeling, players likely are able to abuse this and there
are verly likely more false positives.
Especially elytra will have issues:
* Players can fly very fast.
* Elytra will make players fly even faster than the set limit, resulting
in false positives at some point. Setting the allowed speed that high
will yield the problem of players being able to abuse even worse. Thus
limiting to the speed of spectator mode. Modeling will be changed to
accomodate for gain vs. max. distance and other.
Move location-dependent properties from MovingData and MoveData to
LocationData.
Rough list of related Changes:
* Represent from and to positions as LocationData inside of MoveData.
* Have flags for onGround, inLiquid and the like in LocationData.
* Change noFallAssumeGround to touchedGroundWorkaround within MoveData.
* Add touchedGround to MoveData (to|from|workaround).
* (Remove involved properties from MovingData and use MoveData.from/to
instead.)
* Use MoveData and LocationData flags instead of PlayerLocation methods
in more places.
* Adjust various special case pre-conditions, based on past move data.
Other changes made on the fly:
* Allow maximum of jump gain and step height for ground -> ground.
* Add envelopes for vDistAir after teleport/join/respawn.
* Add cases for vdistrel.
* Extend logging on teleport (add cause, log set-back too).
* Reorder/fix vdistsb workaround checking.
* Reorder teleport handling.
* Remove small-range workaround for teleport [uncertain effect].
Immediate future follow ups:
* Attempt to only accept PlayerLocation for various setPositions methods
in MovingData (ensure to set MoveData with extra properties +
simplify/cleanup (public) methods with MoveData/LocationData).
* Relate to past move tracking for more workarounds, either to confine
pre-conditions more (inLiquid instead of toWasReset~somehow), or just to
be able to track a false positive at all (thisMove + 2 past moves
needed).
* (Fixes, etc.)
Distant future follow-up:
* Somehow merge with PlayerLocation, e.g. using LocationData inside
PlayerLocation internally, which means changing raw types to Object
versions, just like it's done inside of PlayerLocation right now.
* Possibly PlayerLocation is transformed to static methods with
BlockCache and LocationData as input.
Expected trouble:
* New/old false positives, due to replacing the fromWasReset and
toWasReset by more distinct flags from past move tracking.
* A workaround may have prevented other false positives
unintentionally, e.g. had been intended for liquid, but the
to/fromWasReset flags previously did include ground/noFallAssumeGround,
thus the workaround will not cover that case anymore, after the change.
* Forgetting something like checking touchedGround and to/from.onGround
or similar as a replacement for xyWasReset.
* Mixing up thisMove and lastMove for touchedGround.
* Mixing up touchedGround and touchedGroundWorkaround in MoveData.
Does break use of MovingData for last coordinates and distances (not
officially exposed API).
Other changes:
* Position resetting on teleport events has been altered.
* Some blocks/methods are guarded by checking for lastMove.toIsValid.
* Possibly other.
* The server might reset the fall distance with preceding micro-moves,
so use NoFall data already on checking pre-conditions for bounce.
* Cap the bounce effect slightly smaller.
* Renew the bounce effect under certain conditions.
* Gravity, odds.
Remaining:
* Two consecutive times yDist = 0 at the maximum of a jump.
* In addition to the "distance from set-back" check, we have a check of
the per-move distance for in-air checks, taking account of friction.
* In-air and liquid checks should consume vertical velocity once needed.
* Model vertical velocity "exact", i.e. positive and negative, use an
entry once a sub-check fails, quite strict invalidation of not matching
values, matching against the y-distance directly.
* Vertical accounting has been sharpened for the moment. The new
per-move checking might make it superfluous.
* Remove MediumLiftOff in favor of a LiftOffEnvelope carrying basic
lift-off max-gain/max-height/max-phase, enabling to distinguish between
normal lift-off and liquid near ground.
* Rename others (e.g. sfLastYDist -> lastYDist). Thus breaking internal
naming, adding velocity via MovingData still works, but should behave
slightly differently.
* Fixes (waterwalk with head obstructed, resetting of sfDirty, possibly
others).
Issues.
* Edge cases with velocity, water.
* Lava needs friction, at least with velocity.
* Lostground_edge(ydist < 0.0) ->
bunny with yDistance > 0.0. Need more flags or better model for keeping
past moves information.
* Plain ground misses (layered snow).
* lostground with yDist == 0.0, then seemingly in-air yDist== 0.0, then
bunny/lifft-off (similar to above). Needs better modeling of past moves,
because several lostgorund cases mean "the move has been on ground".
Also includes geting the distance to ground for hack-proof set-back-y.
* Vertical velocity is now matched with a margin, because the client
seems to add randomly.
* Possibly new loopholes/exploits (extreme large moves?).
* Cleanup pending.
* Group selected classes into sub-packages of moving.
* Rename classes.
* Must use LinkedList for velocity entries.
* Prepare SimpleAxisVelocity + entry for use-once accounting.
(Might not be the final naming.)