2020-05-06 11:48:49 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
From: Aikar <aikar@aikar.co>
Date: Sun, 19 Apr 2020 00:05:46 -0400
Subject: [PATCH] Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 19:41:16 +02:00
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
2020-06-26 03:58:00 +02:00
index ef35e07fd8b27a66710140c1422f88ad512e774f..56cf64709ae520287f6687fe7c2f55040cc769a1 100644
2020-04-19 19:41:16 +02:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
2020-06-26 03:53:21 +02:00
@@ -104,6 +104,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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public double maxHealthCache;
public boolean joining = true;
public boolean sentListPacket = false;
+ public boolean supressTrackerForLogin = false; // Paper
public Integer clientViewDistance;
// CraftBukkit end
public PlayerNaturallySpawnCreaturesEvent playerNaturallySpawnedEvent; // Paper
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-06-26 03:53:21 +02:00
index a44702e805c24fba63ef17534032fc29fb4a2c3f..ee38ab87ba477e8bf5b739759371439b299f21f3 100644
2020-04-19 12:37:10 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -1534,6 +1534,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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.printStackTrace();
return;
}
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+ if (entity instanceof EntityPlayer && ((EntityPlayer) entity).supressTrackerForLogin) return; // Delay adding to tracker until after list packets
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// Paper end
if (!(entity instanceof EntityComplexPart)) {
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EntityTypes<?> entitytypes = entity.getEntityType();
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
2020-06-26 03:53:21 +02:00
index 769f8c147c8104ab21a33abb1471f76f3729f2b2..f8c12055330794039347336fe2ab9ab52f413323 100644
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
2020-06-26 03:53:21 +02:00
@@ -201,6 +201,12 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
this.j.put(entityplayer.getUniqueID(), entityplayer);
// this.sendAll(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[]{entityplayer})); // CraftBukkit - replaced with loop below
+ // Paper start - correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks
2020-04-19 19:41:16 +02:00
+ entityplayer.supressTrackerForLogin = true;
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
+ worldserver.addPlayerJoin(entityplayer);
+ this.server.getBossBattleCustomData().a(entityplayer); // see commented out section below worldserver.addPlayerJoin(entityplayer);
+ mountSavedVehicle(entityplayer, worldserver, nbttagcompound);
+ // Paper end
// CraftBukkit start
PlayerJoinEvent playerJoinEvent = new PlayerJoinEvent(cserver.getPlayer(entityplayer), joinMessage);
cserver.getPluginManager().callEvent(playerJoinEvent);
2020-06-26 03:53:21 +02:00
@@ -235,6 +241,8 @@ public abstract class PlayerList {
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entityplayer.playerConnection.sendPacket(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[] { entityplayer1}));
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
}
entityplayer.sentListPacket = true;
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+ entityplayer.supressTrackerForLogin = false; // Paper
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+ ((WorldServer)entityplayer.world).getChunkProvider().playerChunkMap.addEntity(entityplayer); // Paper - track entity now
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
// CraftBukkit end
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entityplayer.playerConnection.sendPacket(new PacketPlayOutEntityMetadata(entityplayer.getId(), entityplayer.datawatcher, true)); // CraftBukkit - BungeeCord#2321, send complete data to self on spawn
2020-06-26 03:53:21 +02:00
@@ -260,6 +268,11 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
playerconnection.sendPacket(new PacketPlayOutEntityEffect(entityplayer.getId(), mobeffect));
}
+ // Paper start - move vehicle into method so it can be called above - short circuit around that code
+ onPlayerJoinFinish(entityplayer, worldserver, s1);
+ }
+ private void mountSavedVehicle(EntityPlayer entityplayer, WorldServer worldserver, NBTTagCompound nbttagcompound) {
+ // Paper end
if (nbttagcompound != null && nbttagcompound.hasKeyOfType("RootVehicle", 10)) {
NBTTagCompound nbttagcompound1 = nbttagcompound.getCompound("RootVehicle");
// CraftBukkit start
2020-06-26 03:53:21 +02:00
@@ -308,6 +321,10 @@ public abstract class PlayerList {
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.
This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!
Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.
This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.
There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.
For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!
This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 06:56:43 +02:00
}
}
+ // Paper start
+ }
+ public void onPlayerJoinFinish(EntityPlayer entityplayer, WorldServer worldserver, String s1) {
+ // Paper end
entityplayer.syncInventory();
// Paper start - Add to collideRule team if needed
final Scoreboard scoreboard = this.getServer().getWorldServer(DimensionManager.OVERWORLD).getScoreboard();