Cancelling InventoryDragEvent causes the placed items to be lost. This is
because the cursor is set to the result prior to the event taking place,
so the items are removed from the cursor. When the event is cancelled, the
items removed from the cursor aren't placed in the inventory, and are just
lost.
This change sets the cursor back to the original cursor when the event is
cancelled.
Cancelling an InventoryClickEvent for a single click causes the click not
to be processed by the clicked inventory. The server then doesn't
correctly identify their second click as being a double click, causing an
inconsistency between what the Player believes the inventory to be and
what the server believes the inventory to be.
This change forces an updateInventory call whenever an InventoryClickEvent
whose action is NOTHING is cancelled. Both clicks are considered
PICKUP_ALL, so updating the inventory after the second click fixes any
inconsistencies that could arise between the client and the server.
Currently, the method used for calculating the damage of zombies is scaled
to their health, but it uses the default max health rather than the real
max health value. If zombies have more health than the default max health
value, the amount of damage they deal becomes negative.
This is caused by EntityZombie.getMaxHealth() returning a hardcoded value of
20, which is the vanilla max health for zombies. Rather than using this value
when calculating zombie damage, the call is changed to instead use
((CraftLivingEntity) this.bukkitEntity).getMaxHealth(). This uses the true
maximum health of the Entity. "this.maxHealth" could be used instead of the
aforementioned method, however that creates a very unclear diff, and a
confusing change.
When a Player drops an ItemStack while in creative mode by placing it outside
of their inventory window, the slot number in the packet is -1. The check
that was added to avoid throwing InventoryCreativeEvent excessively didn't
take this into account, and would cause an ArrayIndexOutOfBoundsException to
be thrown when attempting to get the slot specified by the packet.
This change shorts the invocation of player.defaultContainer.getSlot(
packet107setcreativeslot.b) to only occur if the slot id is within the range
of the Inventory. This prevents attempting to get the slot from a location
that is actually outside of the Inventory.
This commit brings the InventoryClickEvent up to date with the new Minecraft
changes in 1.5.
InventoryDragEvent (thanks to @YLivay for his PR) is added to represent the
new "dragging" or "painting" functionality, where if you hold an itemstack and
click-drag over several slots, the items will be split evenly (left click) or
1 each (right click).
The ClickType enum is used to represent what the client did to trigger the
event.
The InventoryAction enum is reserved for future expansion, but will be used to
indicate the approximate result of the action.
Additionally, handling of creative inventory editing is improved with the new
InventoryCreativeEvent, and handling of numberkey presses is also improved
within InventoryClickEvent and CraftItemEvent.
Also, cancelling a creative click now displays properly on the client.
Adresses BUKKIT-3692, BUKKIT-4035, BUKKIT-3859 (new 1.5 events),
BUKKIT-2659, BUKKIT-3043, BUKKIT-2659, and BUKKIT-2897 (creative click events).
We only go through event creation and calling when dispensing filled buckets
if the bucket is able to place its liquid. However, the check for this is
incorrect so the event is not called when a block liquids can destroy is
in front of the dispenser. This commit fixes the check to match the checks
vanilla does when actually using the bucket.
The CraftBlock class is setting bit 0x4 of the update flag when bit 0x2
should in fact be set here. Bit 0x2 means "do updates"; bit 0x4 means
"don't do updates if the world is static, even when bit 0x2 is set".
Minecraft 1.5.2 changed mob spawning by ignoring persistent mobs from the
mob count. In CraftBukkit all mobs that previously used a separate hard
coded persistence system were ported to instead use this one. This causes
all animals to be persistent by default and thus never be counted. To
correct this issue we consider if the mob would be considered persistent
in the hard coded system as well when deciding if a mob should count.
Currently there are several cases where a player will have their inventory
screen closed client side but we will not call an event. To correct this
we call the event when the server is the cause of the inventory closing
instead of just when the client is the cause. We also ensure the server is
closing the inventory reliably so we get the events. Additionally this
commit also calls the event when a player disconnects which will handle
kicks, quits, and server shutdown.
As an optimization we don't do any movement processing on entities that
have not moved. However, players in minecarts trigger this condition when
the minecart is moving on its own. This causes issues with things that rely
on player collision like tripwires. To correct this and any future related
issues we always handle movement for passengers and their vehicles even
if one of the two hasn't moved since they are linked.
When converting things in Minecraft to use wall time instead of ticks I
realized we'd run into integer division rounding issues and could have
updates that end up counting as zero ticks. To compensate for this the
code ensures we always process at least one tick. However, every time we
end up with zero ticks the next time we have an extra tick due to rounding
the other way with the leftovers. This means we are going far too fast and
should not have this at least one tick logic at all.
On top of this some potions rely on the number of ticks they run and not
just the amount of time they last and so potions were put back to running
with ticks entirely.
If a chunk has somehow managed to save with arrays that are not 4096
entries long when reading them again we will get exceptions. Checking the
array length and resizing if needed is cheap so we should do this to help
avoid crashing servers due to this error.
When a chunk is being loaded the server checks to ensure the chunk's idea
of where it is located matches where it was located in the region file. If
these two values do not match the chunk's idea of its position is updated
and the chunk is reloaded. In vanilla minecraft this loading involves the
chunk's tile entities as well. With the change to loading player chunks
asynchronously we split loading tile entities to a separate step that takes
place after this check. Because of this tile entities are loaded with
invalid locations that result in trying to fetch block data from negative
or too large positions in the chunk's internal block storage arrays.
Because loading the tile entities is not thread safe we cannot return to
vanilla behavior here. Instead when we detect a misplaced chunk we just
edit the NBT data for the chunk to relocate the tile entities. This results
in them moving correctly with the chunk without having to actually load
them first.
If a hopper is unable to perform any action during a tick it attempts to do
so every tick from then on. Once it is able to do so it then sets a delay
before attempting to do something again. To avoid excessive CPU usage for
hoppers sitting idle we now apply this delay regardless of the success of
the action.