Likely incomplete/broken somewhere.
Implement/extend/use/fix new data caches and factories.
(+) Fixes related to recent commits (e.g. log listener exceptions
properly, fight.wrongturn).
Missing:
* Debug logging (registry), consider a registry log file.
* Proper naming/tags for listeners.
* Consistency: ICheckData should probably be used with
removeData(CheckType)? Registration is arbitrary though.
* Consistency: clearData() vs clearData(CheckType.ALL) - should check
type related data be ICheckData only ?
* Data expiration stages and PlayerOfflineData - impact on memory...
* (...)
Further:
* WorldData inheritance issue: implement passing on changes to children.
(Current line of thought: rather extend IWorldDataManager to allow
change default+inherited only.)
* Shrink exposed API - uncertain: rather have a registration context
object or expose individual methods for factory registration and
grouping types?
* (...)
* Planned breakage: Project + package organization redone: move stuff
where it is best for having an API (components -> split to top level or
name it api, utilities ... parts belong into API, and the like...,
possibly split project further: commons, api(+-bukkit), core/checks,
plugin-bukkit).
(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.
* Start renaming methods internally (getType for getting Material) -
unfinished.
* Temporary fix for the NCPCompatbukkit/cbreflect module: fetch NMS
blocks by id until we have a mapping and/or something efficient and
future proof in place.
New
* Define a couple of default lists for axis order.
* Allow setting axis order via a list.
Removed
* Configuration option to disable ray-tracing.
* Configuration option 'blockchangeonly' - there may be an equivalent
later on, where checking accounts for the entire bounding box(es).
* Legacy code option (things have stabilized and axis order switching
should fix false positives).
Random
* Accidentally commit FastConsume (whitespace).
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.
Breaks: DataManager.getPlayerData(String, boolean) has been removed, new
methods added to do the same without boolean or with UUID passed extra.
Following changes may repeatedly/randomly break PlayerData and check
data access (unless you use CheckType.getDataFactory), this may not
follow directly, but more or less soon. Even Later, CheckType will get
broken too :), in favor of class instances with dynamic registration
ability.
Basic direction is to concentrate stuff in PlayerData, getting rid of
all the static data stores, but also making access to shared data
more efficient (e.g. store last world id + name and permission cache in
PlayerData). Access will be more thread safe (only for PlayerData,
permissions cache, likely for fetching check data too, however returned
objects may have their own contracts).
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.
Configurable. Falling blocks, piston, end portal, roughly. Destructive:
the entity is removed.
(In addition some of the feature tags are added regardless activation
flags, because 'ncp reload' could change things anyway.)
Feel free to suggest alternatives/variations...
MCAccess will be split into smaller providers with time, so do expect
more breaking changes of this type. If this is an issue, please contact
us, so we can see how to smoothen things. E.g. we could still make
MCAccess an aggregate, that just delegates to the more fine grained
providers, or we could provide other
(default) aggregates.
This also adds a Bukkit-based provider for future updates.
* Account for off hand in more places.
* Use bridge methods to get rid of warnings for now.
* Adds utility methods to CheckUtils.
* Do not allow left click on off hand (knockback).
Directly following:
* Boat fly check based on VehicleUpdateEvent and fetching last pos.
* Implement a native access based provider for
EntityAccessLastPositionAndLook, after testing the reflection based one.
Likely following:
* Implement the same fly checks based on PlayerMoveEvent for horses and
pigs too, for the case server-side fly checking is disabled.
* Configurability for individual types of enbtities, at least a flag for
activation.
* Not sure if a fall-back to VehicleMoveEvent should be kept, setup
shouldn't be all too complicated.
This is a first step in, which doesn't change the default behavior,
however it might break plugins that rely on certain internals.
PenaltyAction allows to do something with probabilities to consider,
including the possibility to select the first applicable penalty or
applying several penalties. There will be player-specific penalties,
which are applied during ViolationData.executeActions always, and there
will be input-specific penalties, e.g. for applying within the event
listener.
Potentially breaking:
* Return value of executeActions is now void for Action + ViolationData.
* Return value of Check.executeActions is ViolationData now.
* CancelAction is now extending PenaltyAction.
* CancelPenalty may cancel, but might not, due to probability.
* IViolationInfo.hasCancel -> deprecated, now returns willCancel().
* IViolationInfo.willCancel is now used, applicable penalties are
estimated on creation of ViolationData.
* Custom actions can no longer be used to cause cancel. Only penalties
can do so now (due to the return type change). CancelAction is still
there to keep a simple action for canceling.
Not yet:
* InputSpecificPenalty support for fight checks and using them in the
default actions.
* Configuration for penalties (currently only a plugin could override
the action factories, later penalties may have a probability to apply,
reference each other, allow first match, apply several at once).
This breaks testing for UNKNOWN_VERSION, if that is used externally.
Access methods are added for testing for unknown versions.
PR mentioning access methods:
94c4da3267