Commit Graph

931 Commits

Author SHA1 Message Date
Kristian S. Stangeland 75fe2c6db9 Merge pull request #37 from Minecrell/patch-3
Correctly modify player sample with hidden player counts.
2014-01-09 08:30:03 -08:00
Minecrell 7ed24e72f6 Correctly handle player samples set to null. 2014-01-09 17:25:53 +01:00
Minecrell 2a729cfe2d Return an empty list instead of null when getting the player sample. 2014-01-09 17:18:34 +01:00
Minecrell 3e7fe52681 Correctly modify player sample with hidden player counts.
At the moment the setPlayers() method will throw a NullPointerException
if the player count has been hidden. This will correctly reset the
player counts before setting the player list and return null in the
getter instead of throwing an exception.
2014-01-09 16:45:05 +01:00
Kristian S. Stangeland 31b26fd0c5 Catch more serious errors in the plugin verifier.
It doesn't make sense for the caller to handle those.
2014-01-08 14:53:03 +01:00
Kristian S. Stangeland 7e9860f4c0 ProtocolLib is working fine in 1.7.4 2014-01-02 16:01:04 +01:00
Kristian S. Stangeland a7cac0be7f Forgot to include the wrapper itself. 2014-01-02 07:23:50 +01:00
Kristian S. Stangeland c06aeb2836 Add a quick and dirty wrapper for statistics maps. 2014-01-02 07:23:27 +01:00
Kristian S. Stangeland 5c92a46cfa Correctly clone WrappedServerPing when the player count is hidden. 2014-01-01 17:16:14 +01:00
Kristian S. Stangeland a0280a76d4 Merge pull request #36 from Minecrell/patch-1
Correctly handle wrapped server pings with no favicon.
2014-01-01 08:10:46 -08:00
Minecrell 14c69e294a Correctly handle wrapped server pings with no favicon.
In the current ProtocolLib release (3.1.0) the getFavicon() method will
throw a NullPointerException if the server is not sending a favicon.
This was partly fixed in 3c5482f but there's still no way of checking if
the server is sending a favicon, without checking if the encoded output
of the CompressedImage.toEncodedText() will return a valid result.
This commit will make the favicon getter and setter in the server ping
correctly handle pings with no favicon, by returning null for
getFavicon() (if no favicon will be displayed) and allowing to hide the
favicon by setting the favicon to null.
2014-01-01 16:29:21 +01:00
Kristian S. Stangeland a9f1ee48a9 Add the ability to hide the player count and maximum in ServerPing. 2014-01-01 04:21:31 +01:00
Kristian S. Stangeland 3c5482f79b Optimize CompressedImage slightly, and construct from base64 PNG. 2013-12-31 23:01:17 +01:00
Kristian S. Stangeland e0fed34fe4 Make it possible to look up the enum name of a PacketType. 2013-12-30 15:25:34 +01:00
Kristian S. Stangeland 58c027f162 Print caught exceptions in debug mode. 2013-12-29 11:58:54 +01:00
Kristian S. Stangeland 32758061a9 Increment to 3.1.1-SNAPSHOT 2013-12-28 14:53:48 +01:00
Kristian S. Stangeland ce064643ff Bumping to version 3.1.0 2013-12-27 05:26:48 +01:00
Kristian S. Stangeland e56c0fec00 A possible fix for a rare but game-breaking deadlock.
Calling remove() in the main thread will block the main thread, which 
may lead to a deadlock:
    http://pastebin.com/L3SBVKzp

ProtocolLib executes this close() method through a PlayerQuitEvent in 
the main thread, which has implicitly aquired a lock on 
SimplePluginManager (see SimplePluginManager.callEvent(Event)). 
Unfortunately, the remove() method will schedule the removal on one of 
the Netty worker threads if it's called from a different thread, 
blocking until the removal has been confirmed.
 
This is bad enough (Rule #1: Don't block the main thread), but the real 
trouble starts if the same worker thread happens to be handling a server
ping connection when this removal task is scheduled. In that case, it 
may attempt to invoke an asynchronous ServerPingEvent 
(see PacketStatusListener) using SimplePluginManager.callEvent(). But, 
since this has already been locked by the main thread, we end up with a 
deadlock. The main thread is waiting for the worker thread to process 
the task, and the worker thread is waiting for the main thread to 
finish executing PlayerQuitEvent.

TLDR: Concurrenty is hard.
2013-12-24 02:15:22 +01:00
Kristian S. Stangeland 16dd2d5d1b Add support for legacy mod packet IDs (such as 211). May fix issue #32 2013-12-22 20:10:51 +01:00
Kristian S. Stangeland db8d08f602 Add a mechanism for printing debug reports. 2013-12-22 17:31:31 +01:00
Kristian S. Stangeland d71bea9f8a Don't pass NULL to ConcurrentHashMap when reading or removing.
May fix issue 181 on BukkitDev.
2013-12-22 01:01:35 +01:00
Kristian S. Stangeland 5267e73311 Adding TinyProtocol to the example directory. 2013-12-21 19:37:02 +01:00
Kristian S. Stangeland d62955dc71 Moving ItemDisguise to an examples folder. 2013-12-21 19:17:06 +01:00
Kristian S. Stangeland af58dd8d03 Add the ability to look up PacketType from class. 2013-12-19 04:45:30 +01:00
Kristian S. Stangeland acea92ef5c Switch to using PacketType in the built-in commands.
The format is now as follows:
    /packet add server play 0-255.
    
It may be possible to look up packet types by name later.
2013-12-19 02:17:06 +01:00
Kristian S. Stangeland 6bd8bd2ca2 Handle plugin reloading properly, uninjecting all player channels.
This should prevent any crashes if the plugin is reloaded during 
a player login.
2013-12-17 16:45:01 +01:00
Kristian S. Stangeland 5805150d8c Call the updated player instance in the temporary player.
This allows us to provide additional information to our PacketEvent 
(mostly OfflinePlayer information), without sacrificing sendMessage() 
or getAddress(), which doesn't work in CraftPlayer during login.
2013-12-17 11:53:26 +01:00
Kristian S. Stangeland 9d972b90ac Update the player instance during PlayerLoginEvent as well.
This ensures that we at least have an OfflinePlayer when certain
packets are intercepted, instead of the TemporaryPlayer created 
by ProtocolLib.
2013-12-17 11:07:44 +01:00
Kristian S. Stangeland 936e0f0e82 Actually fix the ServerPing wrapper. 2013-12-15 22:54:59 +01:00
Kristian S. Stangeland aedd97dfef Ensure ProtocolLib functions in 1.6.4 and below. 2013-12-14 19:17:48 +01:00
Kristian S. Stangeland 96f24167bb Don't synchronize with the main thread when registering async listeners 2013-12-14 18:08:08 +01:00
Kristian S. Stangeland 88a2385b1e Set the correct option when calling optionAsync(). 2013-12-14 17:49:51 +01:00
Kristian S. Stangeland f41efdec60 Make it possible to modify the player list in the ping packet. 2013-12-14 17:35:29 +01:00
Kristian S. Stangeland a6f4aaa09a Fix a race condition we created while fixing another race condition.
They're everywhere.
2013-12-14 16:32:12 +01:00
Kristian S. Stangeland b52ea72903 Don't override the network manager list unnecessarily. 2013-12-14 05:02:43 +01:00
Kristian S. Stangeland 85d415de7c Correct a missing noEntryValue in Spigot.
Again.
2013-12-14 04:39:12 +01:00
Kristian S. Stangeland 9b349299a0 Significantly reduce the possibility of a race condition.
The vanilla server bootstrap (ServerConnectionChannel) is executed 
asynchronously when a new channel object has been registered in an event
loop, much before it is ready to accept a new client connection. It is 
here the whole channel handler pipeline is set up, along with a 
NetworkManager responsible for reading and writing packets. 

The trouble starts when the bootstrap class adds the created 
NetworkManager to a list (f) of managers in  ServerConnection. This list
is regularly inspected by the main thread (in order to process packets 
on the main thread) and includes a clean up procedure 
(ServerConnection#61) in case it detects a disconnected network manager.

Unfortunately, the network manager IS considered disconnected for a 
moment when its added to the list, so the main thread MAY end up 
getting to the network manager before Netty has connected the channel.
This is still very rare under normal circumstances, but because 
ProtocolLib does a lot of initial processing in the channel handler, the
asynchronous thread gets hold up for a long while the first time a 
player connects to the server, allowing the main thread sufficient time 
to catch up and evict the network manager.

The partial solution here is to synchronize on the network manager list,
stopping the main thread from processing network managers when we are 
preparing our new connection. 

But I suspect the best solution would be to correct the root of the 
problem, and correct the race condition in the server itself. This 
could be done by only adding the network manager when the channel is
active
(see ChannelInboundHandler.channelActive).
2013-12-14 04:05:12 +01:00
Kristian S. Stangeland c568481da3 Correctly clean up the old injection handler. 2013-12-13 21:34:03 +01:00
Kristian S. Stangeland 74d83b3ed6 Add support for the latest build of Spigot.
See commit 8b2b731ea5deda5607058849f2ca9ec2e3bf003f in SpigotMC/
Spigot-Server.
2013-12-13 20:35:00 +01:00
Kristian S. Stangeland e7273385cf Merge pull request #27 from ttaylorr/master
Update Readme.md to include Java and YAML syntax highlighting
2013-12-12 21:57:41 -08:00
Taylor Blau 517eeb9f3f Update Readme.md to include Java and YAML syntax highlighting 2013-12-12 12:02:57 -05:00
Kristian S. Stangeland bec5706e33 Merge pull request #26 from YukonAppleGeek/master
Fix ConcurrentPlayerMap to use SafeCacheBuilder
2013-12-11 03:33:14 -08:00
YukonAppleGeek d166baf721 Fix ConcurrentPlayerMap to use SafeCacheBuilder 2013-12-10 19:18:58 -08:00
Kristian S. Stangeland 922fb94804 Added support for cloing ServerPing packets. 2013-12-11 03:55:25 +01:00
Kristian S. Stangeland ee53fc0d5f Starting to add unit tests for PacketType. 2013-12-10 22:57:43 +01:00
Kristian S. Stangeland 17a5b06577 Adding a new ChunkCoordIntPair wrapper. 2013-12-10 22:35:29 +01:00
Kristian S. Stangeland 745a0846ea Bumping to 3.0.2-SNAPSHOT 2013-12-10 19:43:24 +01:00
Kristian S. Stangeland 726374e7f5 Bumping to 3.0.1 2013-12-10 16:38:33 +01:00
Kristian S. Stangeland 9a07979733 Ensure the new style listener gets the correct GamePhase in 1.6.4.
Also adding in a test image for our ServerPing wrapper.
2013-12-10 16:38:23 +01:00
Kristian S. Stangeland c23e5c98f8 Release of 3.0.0 2013-12-10 16:27:46 +01:00