First one: add missing exception handler in ProcessProtocolIn
Second: remove faulty logic dealing with incomplete packets.
`a_Data = a_Data.substr(m_Buffer.GetUsedSpace() - m_Buffer.GetReadableSpace());`
was incorrect; it attempted to apply a length derived from m_Buffer to an unrelated a_Data. Its purpose was to give cProtocol the data the client sent, minus initial handshake bytes. However, we can use the knowledge that during initial handshake, there is no encryption and every byte can be written unchanged into m_Buffer, to just call cProtocol with a data length of zero. This will cause it to parse from m_Buffer - wherein we have already written everything the client sent - with no a_Data manipulation needed.
Additionally, removed UnsupportedButPingableProtocolException (use of exception as control flow) and encode this state as m_Protocol == nullptr, id est "no protocol for this unsupported version", which is then handled by cMultiVersionProtocol itself.
+ A cPlayer, once created, has a strong pointer to the cClientHandle. The player ticks the clienthandle. If he finds the handle destroyed, he destroys himself in turn. Nothing else can kill the player.
* The client handle has a pointer to the player. Once a player is created, the client handle never outlasts the player, nor does it manage the player's lifetime. The pointer is always safe to use after FinishAuthenticate, which is also the point where cProtocol is put into the Game state that allows player manipulation.
+ Entities are once again never lost by constructing a chunk when they try to move into one that doesn't exist.
* Fixed a forgotten Super invocation in cPlayer::OnRemoveFromWorld.
* Fix SaveToDisk usage in destructor by only saving things cPlayer owns, instead of accessing cWorld.
+ Add type-safe container for states
* Split registry Blocks into BlockTypes, BlockStates so the block types enumeration can be #included without too much penalty
* Ensure Registry uses type-safe container
* Turn off global-constructors warning. These are needed to implement cRoot signal handler functionality
* Add Clang flags based on version lookup instead of a compile test. The CMake config process is single threaded and slow enough already
* Reduced GetStackValue verbosity
+ Clarify EnchantmentLevel, StayCount, AlwaysTicked, ViewDistance signedness
+ Give SettingsRepositoryInterface a move constructor to simplify main.cpp code
- Remove do {} while (false) construction in redstone handler
* fixed network
fixed explosion
fixed ticking
added network broadcast to Setter method
added nullptr protection
using macros in 1.10 Protocol_1_10.cpp
revealed functions to LUA API
small fixups, typos, less functions used
fixed more doc
readded info that saving is done only if the beam is displayed
made the constructor transfer all needed members
fixed wrong commit
removed default parameters on SpawnEnderCrystal
fixed wrong metadata
moved call to destroy in the right place
fixed some typos
Fixed Ender Crystal
* fixed documentation
* fixed doc and added proper error message
* Parameters, arrows
* Parameters
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
* TNT: Implement tracing algorithm
+ Add intensity tracing
* Fix iterating over all players to SendExplosion, even those not in range
* Implemented TNT entity interaction
* Fixed misaligned destruction tracing
* Finalise TNT algorithm
- Remove BlockArea and just use chunks
Using SetBlock makes it so that we can update everything properly, and does appear to be faster.
* BlockInfo learns about explosion attentuation
* Rename Explodinator parameters
* TNT: pull block destruction into common function
Co-authored-by: Alexander Harkness <me@bearbin.net>
* WakeUp is for singular changes (block breaking for example). The simulator should check blocks around the position and discover other affected blocks as it sees fit
* AddBlock is for when you know a whole area is to be updated; chunk loading, or area wakeups for example
+ Prepares for correct handling of destroyed blocks after removal of SolidBlockHandler in the redstone simulator
- Remove line 1742 that wrote data which was then immediately cleared
* Store the compress/no compress threshold in a constant
- Remove adding a noncompressed header in SendPacket, CompressPacket handles everything now