PaperMC/patches/api/0059-Basic-PlayerProfile-API.patch
Nassim Jahnke d8e07590e3
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
5dbedae1 PR-864: Fix Registry#match() failing namespaced inputs
49256865 PR-863: Fix boolean PersistentDataType
9f15450b SPIGOT-7195, SPIGOT-7197: Add DataPack API
ebef5b6a Disable InterfaceIsType Checkstyle check
01d577f5 Slight tweak to boolean PersistentDataType javadoc
d2b99e56 PR-857: Add boolean PersistentDataType

CraftBukkit Changes:
2270366cd PR-1196: Test Registry instances more thoroughly
863dacb7a PR-1191: Do not start on pre-release Java 17
1f2dd8e12 SPIGOT-7362: Properly handle null in CraftBlock#blockFaceToNotch()
dbc70bed5 SPIGOT-7195, SPIGOT-7197: Add DataPack API
2023-06-06 11:09:19 +02:00

502 lines
20 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Mon, 15 Jan 2018 21:46:46 -0500
Subject: [PATCH] Basic PlayerProfile API
Provides basic elements of a PlayerProfile to be used by future API/events
diff --git a/src/main/java/com/destroystokyo/paper/profile/PlayerProfile.java b/src/main/java/com/destroystokyo/paper/profile/PlayerProfile.java
new file mode 100644
index 0000000000000000000000000000000000000000..b76f13a0266806544bde13952476d4867caaf25b
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/PlayerProfile.java
@@ -0,0 +1,231 @@
+package com.destroystokyo.paper.profile;
+
+import java.util.Collection;
+import java.util.Set;
+import java.util.UUID;
+
+import java.util.concurrent.CompletableFuture;
+import org.bukkit.profile.PlayerTextures;
+import org.jetbrains.annotations.NotNull;
+import org.jetbrains.annotations.Nullable;
+
+/**
+ * Represents a players profile for the game, such as UUID, Name, and textures.
+ */
+public interface PlayerProfile extends org.bukkit.profile.PlayerProfile {
+
+ /**
+ * @return The players name, if set
+ */
+ @Nullable
+ String getName();
+
+ /**
+ * Sets this profiles Name
+ *
+ * @param name The new Name
+ * @return The previous Name
+ */
+ @NotNull
+ @Deprecated(forRemoval = true)
+ String setName(@Nullable String name);
+
+ /**
+ * @return The players unique identifier, if set
+ */
+ @Nullable UUID getId();
+
+ /**
+ * Sets this profiles UUID
+ *
+ * @param uuid The new UUID
+ * @return The previous UUID
+ */
+ @Nullable
+ @Deprecated(forRemoval = true)
+ UUID setId(@Nullable UUID uuid);
+
+ /**
+ * Gets the {@link PlayerTextures} of this profile.
+ * This will build a snapshot of the current texture data once
+ * requested inside PlayerTextures.
+ *
+ * @return the textures, not <code>null</code>
+ */
+ @NotNull
+ PlayerTextures getTextures();
+
+ /**
+ * Copies the given textures.
+ *
+ * @param textures the textures to copy, or <code>null</code> to clear the
+ * textures
+ */
+ void setTextures(@Nullable PlayerTextures textures);
+
+ /**
+ * @return A Mutable set of this players properties, such as textures.
+ * Values specified here are subject to implementation details.
+ */
+ @NotNull Set<ProfileProperty> getProperties();
+
+ /**
+ * Check if the Profile has the specified property
+ * @param property Property name to check
+ * @return If the property is set
+ */
+ boolean hasProperty(@Nullable String property);
+
+ /**
+ * Sets a property. If the property already exists, the previous one will be replaced
+ * @param property Property to set.
+ */
+ void setProperty(@NotNull ProfileProperty property);
+
+ /**
+ * Sets multiple properties. If any of the set properties already exist, it will be replaced
+ * @param properties The properties to set
+ */
+ void setProperties(@NotNull Collection<ProfileProperty> properties);
+
+ /**
+ * Removes a specific property from this profile
+ * @param property The property to remove
+ * @return If a property was removed
+ */
+ boolean removeProperty(@Nullable String property);
+
+ /**
+ * Removes a specific property from this profile
+ * @param property The property to remove
+ * @return If a property was removed
+ */
+ default boolean removeProperty(@NotNull ProfileProperty property) {
+ return removeProperty(property.getName());
+ }
+
+ /**
+ * Removes all properties in the collection
+ * @param properties The properties to remove
+ * @return If any property was removed
+ */
+ default boolean removeProperties(@NotNull Collection<ProfileProperty> properties) {
+ boolean removed = false;
+ for (ProfileProperty property : properties) {
+ if (removeProperty(property)) {
+ removed = true;
+ }
+ }
+ return removed;
+ }
+
+ /**
+ * Clears all properties on this profile
+ */
+ void clearProperties();
+
+ /**
+ * @return If the profile is now complete (has UUID and Name)
+ */
+ boolean isComplete();
+
+ /**
+ * Like {@link #complete(boolean)} but will try only from cache, and not make network calls
+ * Does not account for textures.
+ *
+ * @return If the profile is now complete (has UUID and Name)
+ */
+ boolean completeFromCache();
+
+ /**
+ * Like {@link #complete(boolean)} but will try only from cache, and not make network calls
+ * Does not account for textures.
+ *
+ * @param onlineMode Treat this as online mode or not
+ * @return If the profile is now complete (has UUID and Name)
+ */
+ boolean completeFromCache(boolean onlineMode);
+
+ /**
+ * Like {@link #complete(boolean)} but will try only from cache, and not make network calls
+ * Does not account for textures.
+ *
+ * @param lookupUUID If only name is supplied, should we do a UUID lookup
+ * @param onlineMode Treat this as online mode or not
+ * @return If the profile is now complete (has UUID and Name)
+ */
+ boolean completeFromCache(boolean lookupUUID, boolean onlineMode);
+
+ /**
+ * If this profile is not complete, then make the API call to complete it.
+ * This is a blocking operation and should be done asynchronously.
+ *
+ * This will also complete textures. If you do not want to load textures, use {{@link #complete(boolean)}}
+ * @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
+ */
+ default boolean complete() {
+ return complete(true);
+ }
+
+ /**
+ * If this profile is not complete, then make the API call to complete it.
+ * This is a blocking operation and should be done asynchronously.
+ *
+ * Optionally will also fill textures.
+ *
+ * Online mode will be automatically determined
+ * @param textures controls if we should fill the profile with texture properties
+ * @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
+ */
+ boolean complete(boolean textures);
+
+ /**
+ * If this profile is not complete, then make the API call to complete it.
+ * This is a blocking operation and should be done asynchronously.
+ *
+ * Optionally will also fill textures.
+ * @param textures controls if we should fill the profile with texture properties
+ * @param onlineMode Treat this server as online mode or not
+ * @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
+ */
+ boolean complete(boolean textures, boolean onlineMode);
+
+ /**
+ * Produces an updated player profile based on this profile.
+ * <p>
+ * This tries to produce a completed profile by filling in missing
+ * properties (name, unique id, textures, etc.), and updates existing
+ * properties (e.g. name, textures, etc.) to their official and up-to-date
+ * values. This operation does not alter the current profile, but produces a
+ * new updated {@link PlayerProfile}.
+ * <p>
+ * If no player exists for the unique id or name of this profile, this
+ * operation yields a profile that is equal to the current profile, which
+ * might not be complete.
+ * <p>
+ * This is an asynchronous operation: Updating the profile can result in an
+ * outgoing connection in another thread in order to fetch the latest
+ * profile properties. The returned {@link CompletableFuture} will be
+ * completed once the updated profile is available. In order to not block
+ * the server's main thread, you should not wait for the result of the
+ * returned CompletableFuture on the server's main thread. Instead, if you
+ * want to do something with the updated player profile on the server's main
+ * thread once it is available, you could do something like this:
+ * <pre>
+ * profile.update().thenAcceptAsync(updatedProfile -> {
+ * // Do something with the updated profile:
+ * // ...
+ * }, runnable -> Bukkit.getScheduler().runTask(plugin, runnable));
+ * </pre>
+ */
+ @Override
+ @NotNull CompletableFuture<PlayerProfile> update();
+
+ /**
+ * Whether this Profile has textures associated to it
+ * @return If it has a textures property
+ */
+ default boolean hasTextures() {
+ return hasProperty("textures");
+ }
+}
diff --git a/src/main/java/com/destroystokyo/paper/profile/ProfileProperty.java b/src/main/java/com/destroystokyo/paper/profile/ProfileProperty.java
new file mode 100644
index 0000000000000000000000000000000000000000..7b3b6ef533d32169fbeca389bd61cfc6b0e0faee
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/profile/ProfileProperty.java
@@ -0,0 +1,72 @@
+package com.destroystokyo.paper.profile;
+
+import com.google.common.base.Preconditions;
+
+import java.util.Objects;
+import org.jetbrains.annotations.NotNull;
+import org.jetbrains.annotations.Nullable;
+
+/**
+ * Represents a property on a {@link PlayerProfile}
+ */
+public class ProfileProperty {
+ private final String name;
+ private final String value;
+ private final String signature;
+
+ public ProfileProperty(@NotNull String name, @NotNull String value) {
+ this(name, value, null);
+ }
+
+ public ProfileProperty(@NotNull String name, @NotNull String value, @Nullable String signature) {
+ this.name = Preconditions.checkNotNull(name, "ProfileProperty name can not be null");
+ this.value = Preconditions.checkNotNull(value, "ProfileProperty value can not be null");
+ this.signature = signature;
+ }
+
+ /**
+ * @return The property name, ie "textures"
+ */
+ @NotNull
+ public String getName() {
+ return name;
+ }
+
+ /**
+ * @return The property value, likely to be base64 encoded
+ */
+ @NotNull
+ public String getValue() {
+ return value;
+ }
+
+ /**
+ * @return A signature from Mojang for signed properties
+ */
+ @Nullable
+ public String getSignature() {
+ return signature;
+ }
+
+ /**
+ * @return If this property has a signature or not
+ */
+ public boolean isSigned() {
+ return this.signature != null;
+ }
+
+ @Override
+ public boolean equals(Object o) {
+ if (this == o) return true;
+ if (o == null || getClass() != o.getClass()) return false;
+ ProfileProperty that = (ProfileProperty) o;
+ return Objects.equals(name, that.name) &&
+ Objects.equals(value, that.value) &&
+ Objects.equals(signature, that.signature);
+ }
+
+ @Override
+ public int hashCode() {
+ return Objects.hash(name);
+ }
+}
diff --git a/src/main/java/org/bukkit/Bukkit.java b/src/main/java/org/bukkit/Bukkit.java
index a0faa4ef90086bfb7b49bd59e566c01fa9ec380d..cbd89729d1ba4866fdb9b72b7f0a4fbd4e161cd2 100644
--- a/src/main/java/org/bukkit/Bukkit.java
+++ b/src/main/java/org/bukkit/Bukkit.java
@@ -2173,6 +2173,83 @@ public final class Bukkit {
public static boolean suggestPlayerNamesWhenNullTabCompletions() {
return server.suggestPlayerNamesWhenNullTabCompletions();
}
+
+ /**
+ * Creates a PlayerProfile for the specified uuid, with name as null.
+ *
+ * If a player with the passed uuid exists on the server at the time of creation, the returned player profile will
+ * be populated with the properties of said player (including their uuid and name).
+ *
+ * @param uuid UUID to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull UUID uuid) {
+ return server.createProfile(uuid);
+ }
+
+ /**
+ * Creates a PlayerProfile for the specified name, with UUID as null.
+ *
+ * If a player with the passed name exists on the server at the time of creation, the returned player profile will
+ * be populated with the properties of said player (including their uuid and name).
+ * <p>
+ * E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile("JEB_")} will
+ * yield a profile with the name 'jeb_', their uuid and their textures.
+ * To bypass this pre-population on a case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
+ * <p>
+ *
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull String name) {
+ return server.createProfile(name);
+ }
+
+ /**
+ * Creates a PlayerProfile for the specified name/uuid
+ *
+ * Both UUID and Name can not be null at same time. One must be supplied.
+ * If a player with the passed uuid or name exists on the server at the time of creation, the returned player
+ * profile will be populated with the properties of said player (including their uuid and name).
+ * <p>
+ * E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile(null, "JEB_")} will
+ * yield a profile with the name 'jeb_', their uuid and their textures.
+ * To bypass this pre-population on an case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
+ * <p>
+ *
+ * The name comparison will compare the {@link String#toLowerCase()} version of both the passed name parameter and
+ * a players name to honour the case-insensitive nature of a mojang profile lookup.
+ *
+ * @param uuid UUID to create profile for
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nullable UUID uuid, @Nullable String name) {
+ return server.createProfile(uuid, name);
+ }
+
+ /**
+ * Creates an exact PlayerProfile for the specified name/uuid
+ *
+ * Both UUID and Name can not be null at same time. One must be supplied.
+ * If a player with the passed uuid or name exists on the server at the time of creation, the returned player
+ * profile will be populated with the properties of said player.
+ * <p>
+ * Compared to {@link #createProfile(UUID, String)}, this method will never mutate the passed uuid or name.
+ * If a player with either the same uuid or a matching name (case-insensitive) is found on the server, their
+ * properties, such as textures, will be pre-populated in the profile, however the passed uuid and name stay intact.
+ *
+ * @param uuid UUID to create profile for
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ public static com.destroystokyo.paper.profile.PlayerProfile createProfileExact(@Nullable UUID uuid, @Nullable String name) {
+ return server.createProfileExact(uuid, name);
+ }
// Paper end
@NotNull
diff --git a/src/main/java/org/bukkit/Server.java b/src/main/java/org/bukkit/Server.java
index 8f64461f8c05143e8e8e10c0efbb6d6b8f71fd83..7f6400c58530d4827c197f3d1fbabfa34554010f 100644
--- a/src/main/java/org/bukkit/Server.java
+++ b/src/main/java/org/bukkit/Server.java
@@ -1910,5 +1910,74 @@ public interface Server extends PluginMessageRecipient, net.kyori.adventure.audi
* @return true if player names should be suggested
*/
boolean suggestPlayerNamesWhenNullTabCompletions();
+
+ /**
+ * Creates a PlayerProfile for the specified uuid, with name as null.
+ *
+ * If a player with the passed uuid exists on the server at the time of creation, the returned player profile will
+ * be populated with the properties of said player (including their uuid and name).
+ *
+ * @param uuid UUID to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull UUID uuid);
+
+ /**
+ * Creates a PlayerProfile for the specified name, with UUID as null.
+ *
+ * If a player with the passed name exists on the server at the time of creation, the returned player profile will
+ * be populated with the properties of said player (including their uuid and name).
+ * <p>
+ * E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile("JEB_")} will
+ * yield a profile with the name 'jeb_', their uuid and their textures.
+ * To bypass this pre-population on a case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
+ * <p>
+ *
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull String name);
+
+ /**
+ * Creates a PlayerProfile for the specified name/uuid
+ *
+ * Both UUID and Name can not be null at same time. One must be supplied.
+ * If a player with the passed uuid or name exists on the server at the time of creation, the returned player
+ * profile will be populated with the properties of said player (including their uuid and name).
+ * <p>
+ * E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile(null, "JEB_")} will
+ * yield a profile with the name 'jeb_', their uuid and their textures.
+ * To bypass this pre-population on an case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
+ * <p>
+ *
+ * The name comparison will compare the {@link String#toLowerCase()} version of both the passed name parameter and
+ * a players name to honour the case-insensitive nature of a mojang profile lookup.
+ *
+ * @param uuid UUID to create profile for
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nullable UUID uuid, @Nullable String name);
+
+ /**
+ * Creates an exact PlayerProfile for the specified name/uuid
+ *
+ * Both UUID and Name can not be null at same time. One must be supplied.
+ * If a player with the passed uuid or name exists on the server at the time of creation, the returned player
+ * profile will be populated with the properties of said player.
+ * <p>
+ * Compared to {@link #createProfile(UUID, String)}, this method will never mutate the passed uuid or name.
+ * If a player with either the same uuid or a matching name (case-insensitive) is found on the server, their
+ * properties, such as textures, will be pre-populated in the profile, however the passed uuid and name stay intact.
+ *
+ * @param uuid UUID to create profile for
+ * @param name Name to create profile for
+ * @return A PlayerProfile object
+ */
+ @NotNull
+ com.destroystokyo.paper.profile.PlayerProfile createProfileExact(@Nullable UUID uuid, @Nullable String name);
// Paper end
}
diff --git a/src/main/java/org/bukkit/profile/PlayerProfile.java b/src/main/java/org/bukkit/profile/PlayerProfile.java
index 16ae1282f3178e8873483a25a5d5cce16b2c21a9..fc46add38bf59dc1a04ea566fd230dcd8ae2708c 100644
--- a/src/main/java/org/bukkit/profile/PlayerProfile.java
+++ b/src/main/java/org/bukkit/profile/PlayerProfile.java
@@ -93,7 +93,7 @@ public interface PlayerProfile extends Cloneable, ConfigurationSerializable {
* PlayerProfile once it is available
*/
@NotNull
- CompletableFuture<PlayerProfile> update();
+ CompletableFuture<? extends PlayerProfile> update(); // Paper
@NotNull
PlayerProfile clone();