Paper/patches/server/0464-Brand-support.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: DigitalRegent <misterwener@gmail.com>
Date: Sat, 11 Apr 2020 13:10:58 +0200
Subject: [PATCH] Brand support
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index c59e90ba0de83eeda3719b6303bee9796b4a1af0..da6a0171bd63ac68635de1c23fc9eafa732503bd 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -298,6 +298,8 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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private static final long KEEPALIVE_LIMIT = Long.getLong("paper.playerconnection.keepalive", 30) * 1000; // Paper - provide property to set keepalive limit
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private static final int MAX_SIGN_LINE_LENGTH = Integer.getInteger("Paper.maxSignLength", 80); // Paper
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+ private String clientBrandName = null; // Paper - Brand name
+
public ServerGamePacketListenerImpl(MinecraftServer server, Connection connection, ServerPlayer player) {
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this.lastChatTimeStamp = new AtomicReference(Instant.EPOCH);
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this.lastSeenMessagesValidator = new LastSeenMessagesValidator();
@@ -3453,6 +3455,8 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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private static final ResourceLocation CUSTOM_REGISTER = new ResourceLocation("register");
private static final ResourceLocation CUSTOM_UNREGISTER = new ResourceLocation("unregister");
+ private static final ResourceLocation MINECRAFT_BRAND = new ResourceLocation("brand"); // Paper - Brand support
+
@Override
public void handleCustomPayload(ServerboundCustomPayloadPacket packet) {
PacketUtils.ensureRunningOnSameThread(packet, this, this.player.getLevel());
@@ -3480,6 +3484,15 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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try {
byte[] data = new byte[packet.data.readableBytes()];
packet.data.readBytes(data);
+ // Paper start - Brand support
+ if (packet.identifier.equals(MINECRAFT_BRAND)) {
+ try {
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+ this.clientBrandName = new net.minecraft.network.FriendlyByteBuf(io.netty.buffer.Unpooled.copiedBuffer(data)).readUtf(256);
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+ } catch (StringIndexOutOfBoundsException ex) {
+ this.clientBrandName = "illegal";
+ }
+ }
+ // Paper end
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this.cserver.getMessenger().dispatchIncomingMessage(this.player.getBukkitEntity(), packet.identifier.toString(), data);
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} catch (Exception ex) {
ServerGamePacketListenerImpl.LOGGER.error("Couldn\'t dispatch custom payload", ex);
@@ -3489,6 +3502,12 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
+ // Paper start - brand support
+ public String getClientBrandName() {
+ return clientBrandName;
+ }
+ // Paper end
+
public final boolean isDisconnected() {
return (!this.player.joining && !this.connection.isConnected()) || this.processedDisconnect; // Paper
}
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index c75f919617f60fb353583d6541beaa604efe045a..9a9c87ff97fe1d1020b41746270b5e39ac2bdc72 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -2760,6 +2760,13 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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// Paper end
};
+ // Paper start - brand support
+ @Override
+ public String getClientBrandName() {
+ return getHandle().connection != null ? getHandle().connection.getClientBrandName() : null;
+ }
+ // Paper end
+
public Player.Spigot spigot()
{
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return this.spigot;