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
2020-07-23 01:35:44 +02:00
index d4d789e84a2b6a3ba108532630a89f51b3a23f54..bc78b08d3f235de5d98107403c41451034f97976 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
2020-06-27 06:57:36 +02:00
@@ -104,6 +104,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
2020-04-19 19:41:16 +02:00
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
2020-04-19 12:37:10 +02:00
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-07-25 05:28:57 +02:00
index fbe7129280f371ab9658fba2965c003b455aaa7a..537d7889ff3eaacfb74f499c1adb6cac10b0feef 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
2020-07-25 05:28:57 +02:00
@@ -1537,6 +1537,7 @@ 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
2020-04-19 12:37:10 +02:00
// Paper end
if (!(entity instanceof EntityComplexPart)) {
2020-06-26 03:53:21 +02:00
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
2020-07-23 01:35:44 +02:00
index 3e63eeca4f22fa4e607adf0e5845df1498ffcef5..521b972377d21a6dd8781e604bf220e0652e5b74 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
2020-06-29 00:44:34 +02:00
@@ -200,6 +200,12 @@ 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;
2020-06-29 00:44:34 +02:00
+ worldserver1.addPlayerJoin(entityplayer);
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.server.getBossBattleCustomData().a(entityplayer); // see commented out section below worldserver.addPlayerJoin(entityplayer);
2020-06-29 00:44:34 +02:00
+ mountSavedVehicle(entityplayer, worldserver1, nbttagcompound);
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 end
// CraftBukkit start
PlayerJoinEvent playerJoinEvent = new PlayerJoinEvent(cserver.getPlayer(entityplayer), joinMessage);
cserver.getPluginManager().callEvent(playerJoinEvent);
2020-06-29 00:44:34 +02:00
@@ -234,6 +240,8 @@ public abstract class PlayerList {
2020-04-19 12:37:10 +02:00
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;
2020-04-19 19:41:16 +02:00
+ entityplayer.supressTrackerForLogin = false; // Paper
2020-04-19 12:37:10 +02:00
+ ((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
2020-06-29 00:44:34 +02:00
@@ -259,6 +267,11 @@ 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
2020-06-29 00:44:34 +02:00
+ onPlayerJoinFinish(entityplayer, worldserver1, s1);
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
+ }
2020-06-29 00:44:34 +02:00
+ private void mountSavedVehicle(EntityPlayer entityplayer, WorldServer worldserver1, NBTTagCompound nbttagcompound) {
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 end
if (nbttagcompound != null && nbttagcompound.hasKeyOfType("RootVehicle", 10)) {
NBTTagCompound nbttagcompound1 = nbttagcompound.getCompound("RootVehicle");
// CraftBukkit start
2020-06-29 00:44:34 +02:00
@@ -307,6 +320,10 @@ 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
+ }
2020-06-26 14:04:38 +02:00
+ public void onPlayerJoinFinish(EntityPlayer entityplayer, WorldServer worldserver1, String s1) {
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 end
entityplayer.syncInventory();
// Paper start - Add to collideRule team if needed
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final Scoreboard scoreboard = this.getServer().getWorldServer(World.OVERWORLD).getScoreboard();