Commit graph

56 commits

Author SHA1 Message Date
Nassim Jahnke
9aa5f1a955
LivingEntity 2024-12-14 21:21:09 +01:00
Nassim Jahnke
45ddf764d9
Move patches to unapplied 2024-12-12 12:30:31 +01:00
Owen1212055
d300c94ec2 Properly resend entities
This resolves some issues which caused entities to not be resent correctly.
Entities that are interacted with need to be resent to the client, so we resend all the entity
data to the player whilst making sure not to clear dirty entries from the tracker. This makes
sure that values will be correctly updated to other players.

This also adds utilities to aid in further preventing entity desyncs.

This also also fixes the bug causing cancelling PlayerInteractEvent to cause items to continue
to be used despite being cancelled on the server.

For example, items being consumed but never finishing, shields being put up, etc.
The underlying issue of this is that the client modifies their synced data values,
and so we have to (forcibly) resend them in order for the client to reset their using item state.

See: https://github.com/PaperMC/Paper/pull/1896

== AT ==
public net.minecraft.server.level.ChunkMap$TrackedEntity serverEntity
2022-12-07 17:25:19 -05:00
Lulu13022002
7b83e91bb7 Fix NPE when EntityResurrectEvent is uncancelled 2024-11-18 20:27:58 +01:00
Bjarne Koll
c7c3d8a9cb Fix incorrect invulnerability damage reduction
Fixes incorrect spigot handling of the invulnerability damage
reduction applied when an already invulnerable entity is damaged with a
larger damage amount than the initial damage.
Vanilla still damages entities even if invulnerable if the damage to be
applied is larger than the previous damage taken. In that case, vanilla
applies the difference between the previous damage taken and the
proposed damage.

Spigot's damage modifier API takes over the computation of damage
reducing effects, however spigot invokes this handling with the initial
damage before computing the difference to the previous damage amount.
This leads to the reduction values to generally be larger than expected,
as they are computed on the not-yet-reduced value.
Spigot applies these reductions after calling the EntityDamageEvent and
*then* subtracts the previous damage point, leading to the final damage
amount being smaller than expected.

This patch cannot simply call the EntityDamageEvent with the reduced
damage, as that would lead to EntityDamageEvent#getDamage() returning
the already reduced damage, which breaks its method contract.
Instead, this patch makes use of the DamageModifier API, implementing
the last-damage-reduction as a DamageModifier.
2024-11-11 21:35:27 +01:00
Axionize
66e26ebe48 Void damage configuration API 2024-09-29 14:20:42 -07:00
Newwind
e29ea45639 Check dead flag in isAlive()
If a plugin sets the health of a living entity above 0 after it has already died, the entity will be "revived".
It will behave the exact same as before, except with the internal "dead" flag set, resulting in 2 behavior changes,
A: it's completely invulnerable to all damage
B: it's unable to pickup items

isValid() for these bugged entities will return true, isDead() will return false, despite the dead flag.
This patch checks that the mob isn't dead before saying its alive.

Also, even if the plugin is responsibly checking !isDead() before modifying health, on very rare circumstances
I am currently unable to replicate, these "revived" entities can still appear
2024-08-26 14:01:37 +02:00
Bjarne Koll
7b21e8c8d9 Only call EntityDamageEvents before actuallyHurt
The recent upstream update moved around the event logic for
EntiyDamageEvent and its derivatives.
However, the event was called on every call to #hurt as it was moved out
of actuallyHurt.

This patch moves the invocation directly before the #actuallyHurt calls,
respective invulnerable timings.
2024-07-08 22:01:08 +02:00
Bjarne Koll
c05db66ee6 Configurable damage tick when blocking with shield 2024-06-13 17:16:01 +02:00
Nassim Jahnke
c6f962ba54 Prevent sending oversized item data in equipment and metadata
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2021-12-01 12:36:25 +01:00
Jake Potrebic
50b91c7359 Revert to vanilla handling of LivingEntity#actuallyHurt 2024-04-27 09:44:53 -07:00
Jake Potrebic
ba71d372a5 Fix shield disable inconsistency
In vanilla, if the damage source is tagged as a projectile,
it will not disable the shield if the attacker is holding
an axe item.
2024-04-26 19:08:37 -07:00
Nassim Jahnke
2506babe8e Validate ResourceLocation in NBT reading 2024-01-04 13:49:14 +01:00
Jake Potrebic
15fcde4b3c Fix NPE on null loc for EntityTeleportEvent
EntityTeleportEvent#setTo is marked as nullable and so is the
getTo method. This fixes the handling of a null "to" location
by treating it the same as the event being cancelled. This is
already existing behavior for the EntityPortalEvent (which
extends EntityTeleportEvent).
2023-12-09 19:15:59 -08:00
Jake Potrebic
ddbfcd4403 Restore vanilla entity drops behavior
Instead of just tracking the itemstacks, this tracks with it, the
action to take with that itemstack to apply the correct logic
on dropping the item instead of generalizing it for all dropped
items like CB does.
2022-03-22 09:34:41 -07:00
Jake Potrebic
fff5d44a12 Don't fire sync events during worldgen
Fixes EntityPotionEffectEvent
Fixes EntityPoseChangeEvent

Asynchronous chunk generation provides an opportunity for things
to happen async that previously fired synchronous-only events. This
patch is for mitigating those issues by various methods.

Also fixes correctly marking/clearing the entity generation flag.
This patch sets the generation flag anytime an entity is created
via StructureTemplate before loading from NBT to catch uses of
the flag during the loading logic. This patch clears the generation
flag from an entity when added to a ServerLevel for the situation
where generation happened directly to a ServerLevel and the
entity still has the flag set.
2023-11-23 10:33:25 -08:00
booky10
b7be7d6807 Broadcast take item packets with collector as source
This fixes players (which can't view the collector) seeing item pickups with themselves as the target.
2023-10-29 02:36:10 +01:00
Jake Potrebic
a929f0aff3 Fix advancement triggers for entity damage
Changes the Interaction entity's trigger to use the vanilla
generic damage source

Fixes a couple places where the original damage and modified damage
were passed in the reverse order to the advancement triggers
2023-03-16 10:04:17 +01:00
Bjarne Koll
d648e75653 Correctly shrink items during EntityResurrectEvent
The EntityResurrectEvent logic is supposed to locate a totem of undying
in any of the interaction slots of the player inventory and then, if the
called EntityResurrectEvent is not cancelled, shrink that item by 1,
usually reducing it to zero.

For this, the logic iterates over the items in the interaction slots and
breaks out the loop if a totem of undying was found.
However, even if no totem of undying was found, the iteration item stack
variable remains as a refernce to the last interaction slot probed.

Plugins uncancelling a EntityResurrectEvent, which is published
pre-cancelled to listeners if no totem of undying could be found,
would hence cause the server logic to shrink completely unrelated items
found in, at the writing of this patch, the players off hand slot.

This patch corrects this behaviour by only shrinking the item if a totem
of undying was found and the event was called uncancelled.
2023-01-10 21:06:42 +01:00
Noah van der Aa
e151b6fc3f Friction API 2021-09-15 20:44:22 +02:00
Jake Potrebic
012c32fac7 check global player list where appropriate
Makes certain entities check all players when searching for a player
instead of just checking players in their world.
2022-11-22 13:16:01 -08:00
MWHunter
2aae5e2218 Stop large look changes from crashing the server
Co-authored-by: Jaren Knodel <Jaren@Knodel.com>
2022-08-24 09:54:11 -04:00
u9g
2082797618 Add PlayerStopUsingItemEvent 2022-05-03 20:41:37 -04:00
Owen1212055
0a2552a791 Freeze Tick Lock API 2021-12-26 20:27:43 -05:00
Nassim Jahnke
99808779a1 Prevent excessive velocity through repeated crits 2021-11-25 10:25:09 +01:00
Spottedleaf
c593e8510e Improve and expand AsyncCatcher
Log when the async catcher is tripped
  The chunk system can swallow the exception given it's all
  built with completablefuture, so ensure it is at least printed.

Add/move several async catchers

Async catch modifications to critical entity state
  These used to be here from Spigot, but were dropped with 1.17.
  Now in 1.17, this state is _even more_ critical than it was before,
  so these must exist to catch stupid plugins.

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2021-08-25 20:17:12 -07:00
TwoLeggedCat
750a4590ce Line Of Sight Changes 2021-05-29 14:33:25 -05:00
chickeneer
3ab3613d10 Fix PlayerItemConsumeEvent cancelling properly
When the active item is not cleared, the item is still readied
for use and will repeatedly trigger the PlayerItemConsumeEvent
till their item is switched.
This patch clears the active item when the event is cancelled
2021-03-19 00:33:15 -05:00
William Blake Galbreath
48c492c4d1 Add EntityMoveEvent 2020-02-11 21:56:48 -06:00
William Blake Galbreath
22069fd885 Climbing should not bypass cramming gamerule 2020-08-23 20:59:00 +02:00
Aikar
9cb53a41ca Don't check chunk for portal on world gen entity add 2020-07-05 14:59:31 -04:00
Aikar
4b1f23c2e8 Fix item duplication and teleport issues
This notably fixes the newest "Donkey Dupe", but also fixes a lot
of dupe bugs in general around nether portals and entity world transfer

We also fix item duplication generically by anytime we clone an item
to drop it on the ground, destroy the source item.

This avoid an itemstack ever existing twice in the world state pre
clean up stage.

So even if something NEW comes up, it would be impossible to drop the
same item twice because the source was destroyed.
2020-04-25 06:46:35 -04:00
nossr50
c157d209f3 Add PlayerAttackEntityCooldownResetEvent 2020-03-26 19:44:50 -07:00
Spottedleaf
3d63d68ecb Don't run entity collision code if not needed
Will not run if:
Max entity cramming is disabled and the max collisions per entity is less than or equal to 0.
Entity#isPushable() returns false, meaning all entities will not be able to collide with this
entity anyways.
The entity's current team collision rule causes them to NEVER collide.

Co-authored-by: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
2020-04-15 17:56:07 -07:00
BillyGalbreath
0dd8044178 Entity Jump API
== AT ==
public net.minecraft.world.entity.LivingEntity jumping
2020-02-08 23:26:11 -06:00
kickash32
2cb6b995cc Prevent consuming the wrong itemstack 2019-08-19 19:42:35 +05:00
Shane Freeder
373c8ff0b2 force entity dismount during teleportation
Entities must be dismounted before teleportation in order to avoid
multiple issues in the server with regards to teleportation, shamefully,
too many plugins rely on the events firing, which means that not firing
these events caues more issues than it solves;

In order to counteract this, Entity dismount/exit vehicle events have
been modified to supress cancellation (and has a method to allow plugins
to check if this has been set), noting that cancellation will be silently
surpressed given that plugins are not expecting this event to not be cancellable.

This is a far from ideal scenario, however: given the current state of this
event and other alternatives causing issues elsewhere, I believe that
this is going to be the best soultion all around.

Improvements/suggestions welcome!
2018-11-15 13:38:37 +00:00
BillyGalbreath
5a43ef8127 Add LivingEntity#getTargetEntity 2018-09-22 00:33:08 -05:00
Phoenix616
04afedcccf Improve death events
This adds the ability to cancel the death events and to modify the sound
an entity makes when dying. (In cases were no sound should it will be
called with shouldPlaySound set to false allowing unsilencing of silent
entities)

It makes handling of entity deaths a lot nicer as you no longer need
to listen on the damage event and calculate if the entity dies yourself
to cancel the death which has the benefit of also receiving the dropped
items and experience which is otherwise only properly possible by using
internal code.

== AT ==
public net.minecraft.world.entity.LivingEntity getDeathSound()Lnet/minecraft/sounds/SoundEvent;
public net.minecraft.world.entity.LivingEntity getSoundVolume()F
2018-08-21 01:39:35 +01:00
BillyGalbreath
228730983d Add ray tracing methods to LivingEntity 2018-09-03 18:20:03 -05:00
Brokkonaut
991875920d Add entity knockback events
- EntityKnockbackEvent
- EntityPushedByEntityAttackEvent
- EntityKnockbackByEntityEvent

Co-authored-by: aerulion <aerulion@gmail.com>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2018-06-18 15:46:23 +02:00
BillyGalbreath
2d9d74f9a9 Make shield blocking delay configurable 2018-06-16 01:18:16 -05:00
pkt77
540274bcf2 Add PlayerArmorChangeEvent 2017-11-10 23:46:34 -05:00
Aikar
d2f4d82ce2 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens

This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.

You can set this to 0 to disable collisions.
2017-01-22 18:07:56 -05:00
Aikar
110bcadcdf ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:31:46 -05:00
Zach Brown
3532e55dab EntityRegainHealthEvent isFastRegen API
Don't even get me started
2016-04-22 01:43:11 -05:00
Aikar
becb30e9e6 handle NaN health/absorb values and repair bad data 2015-09-27 01:18:02 -04:00
Jedediah Smith
54fe0287a2 Custom replacement for eaten items 2015-06-21 15:07:20 -04:00
Aikar
5764c71185 Disable Scoreboards for non players by default
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.

So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
2016-03-08 23:25:45 -05:00
Aikar
770ee3eebd Remove Spigot timings 2016-03-03 04:00:11 -06:00