PaperMC/patches/server/0997-Expose-clicked-BlockFace-during-BlockDamageEvent.patch
Owen 9271ee7643
Dont resend blocks on interactions (#9413)
In general, the client now has an acknowledgment system that will cause block changes made by the client to be reverted correctly.

Essentially:

The client enters a "prediction" stage, where any block changes made will have its old blockstate captured (this is referred to as "server state").
If you update blocks during this stage, the client will update this captured server state as long as they're still currently predicting.
After prediction is done (via an ack packet) all captured blockstates are reverted to their captured server state.
This means that if the server actually updated a block and send a block update packet, it's correctly set, while if a block wasn't updated on the server but WAS updated on the client (server state wasn't updated), that change will be reverted.

It should be noted that this system does not yet support block entities, so those still need to be resynced when needed.

I discovered this when noticing that blocks broken outside of the player's valid interaction distance are still properly reverted, even though the server doesn't send any block updates, only an ack packet.
2023-12-02 22:41:35 -05:00

39 lines
2.5 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: aerulion <aerulion@gmail.com>
Date: Mon, 21 Aug 2023 04:36:07 +0200
Subject: [PATCH] Expose clicked BlockFace during BlockDamageEvent
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
index 282dcf4c1b2de40810832dbdd3ff1ba1ce444fd6..25f7adf194a165fa28488f80b87382c08111f896 100644
--- a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
@@ -253,7 +253,7 @@ public class ServerPlayerGameMode {
}
return;
}
- org.bukkit.event.block.BlockDamageEvent blockEvent = CraftEventFactory.callBlockDamageEvent(this.player, pos, this.player.getInventory().getSelected(), f >= 1.0f);
+ org.bukkit.event.block.BlockDamageEvent blockEvent = CraftEventFactory.callBlockDamageEvent(this.player, pos, direction, this.player.getInventory().getSelected(), f >= 1.0f); // Paper - Expose BlockFace
if (blockEvent.isCancelled()) {
// Let the client know the block still exists
diff --git a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
index df3feea9ed025bd7be39dfe1f1e1fdc4c1e77035..f73588370d731b58fe7acd51dd9dd3a12b222add 100644
--- a/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
+++ b/src/main/java/org/bukkit/craftbukkit/event/CraftEventFactory.java
@@ -652,13 +652,13 @@ public class CraftEventFactory {
/**
* BlockDamageEvent
*/
- public static BlockDamageEvent callBlockDamageEvent(ServerPlayer who, BlockPos pos, ItemStack itemstack, boolean instaBreak) {
+ public static BlockDamageEvent callBlockDamageEvent(ServerPlayer who, BlockPos pos, Direction direction, ItemStack itemstack, boolean instaBreak) { // Paper - Expose BlockFace
Player player = who.getBukkitEntity();
CraftItemStack itemInHand = CraftItemStack.asCraftMirror(itemstack);
Block blockClicked = CraftBlock.at(who.level(), pos);
- BlockDamageEvent event = new BlockDamageEvent(player, blockClicked, itemInHand, instaBreak);
+ BlockDamageEvent event = new BlockDamageEvent(player, blockClicked, CraftBlock.notchToBlockFace(direction), itemInHand, instaBreak); // Paper - Expose BlockFace
player.getServer().getPluginManager().callEvent(event);
return event;