* Send position update every 3 seconds if idle
Prevents timeouts in certain instances when AFK.
* Cancel position sending on dimension switching
* Remove debug lines
* Create function to centralize movement translation
* Introduce CommandSender.getLocale()
This allows Geyser-specific commands (e.g. `/geyser help`) to be displayed in the (Java or Bedrock) player's default language, which stops those commands from simply being displayed in the default locale.
* Tweak Javadoc
* Set CommandManager's GeyserConnector to final
* Clean up
* Add statistics menu
* Changed back button text
* Add check to make sure the player requested the statistics display
* Better item translation support; misc changes
* Clean up session getting?
* Remove extra debug that is likely unnecessary
* Remove unused function
* Update languages submodule
* Clean up javadoc comment
* Fix typo
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
* Fix bucket interactions on creative mode
Bedrock uses the BLOCK_INTERACT enum of BedrockActionTranslator to truly indicate if a bucket should be used or not. In order to hook into this, we need to delay the bucket placing by about 5 milliseconds - this gives us time to cancel the interaction if needed.
Bucket sounds will now not play in this case as well.
* Forward keep alive packets to the client
Previously, MCProtocolLib (our Java protocol library) handled keep alive packets for us. This commit disables that option and 'forwards' the keep alive packets to the client, and sending the keep alive packet back once Bedrock sends us a ping response.
* Delete DataCache
* Update to latest MCProtocolLib
* Swap values around as a sanity check
* Fix interaction spam bug
This references the Nukkit 1.0 fix for the client bug of spamming to interact. Holding down still works.
* Remove interaction position set at action type 1
* Remove debug line
* Implement command block and jigsaw support
- Command block UI is now fully implemented to match Java Edition.
- Command block minecarts are now supported.
- Command blocks now show the correct type of command block.
- Jigsaw blocks are translated.
Structure blocks can be implemented, but these will be trickier as there are significant GUI differences between Java and Bedrock.
* Add more detail about command block minecart color
* Set PlayerPermission.OPERATOR to allow command blocks to be destroyed
Mobile clients have a GUI for commands that shows if CommandPermission.OPERATOR or higher is sent. The commands present all require OP permission 2 or higher; therefore we set that command permission if the server tells us we have a OP permission level of 2 or higher.
* Implement correct sign wrapping
This commit ensures that the auto-wrapping nature of Bedrock with signs is corrected. If a Bedrock player sends a sign that is auto-wrapped, it will now be interpreted by Geyser to fit on multiple lines. Additionally, Geyser will crop incoming sign text to prevent auto-wrapping.
* Don't wrap if it's the last line
* GeyserSession: Always set Keep Inventory to true
This prevents the client from removing items on death in creative mode if Keep Inventory is true, but doesn't break existing behavior. Essentially, this assures full server-side behavior of the inventory during death.
* Small comment update
* OK, it was fine before the last commit, but make it better
* Added a way to check if debug logging is enabled
* Improved scoreboard performance
* Include Teams in pps and return pending pps instead when higher then pps
Some servers have a huge amount of score packets when the player logs in, but before this commit, only after the first high pps (packets per second) the ScoreboardUpdater will be used (after pending packets per second have been moved to packets per second). But this commit fixes that the ScoreboardUpdater can be used on the second that the pps is getting high.
* Fixed team pre + suffix "null" issue and added threshold config option
Fixed team pre + suffix "null" issue.
When the prefix and/or suffix of a Team is null, "null" will be returned instead of null (Due to the way that MCProtocolLib is made and designed). This is fixed by simply checking if the prefix and/or suffix equal "null" and if that is the case, replace it with "".
Added threshold option.
Gave the person who is running Geyser an option to specify the first Scoreboard packets per second threshold to further improve performance by lowering the setting or decrease performance by relaxing the setting a bit. The value can't be higher then 250 (the second threshold), because it'll always choose the lowest threshold.
* Forgot to bump config version
* Small changes
* Reverted version bump, changed Sponge config, changed FloodgateKeyLoader
Reverted version bump
Camotoy said that you only need to bump the config version if the change is breaking, the config version bump has been reverted.
Changed Sponge config
The Sponge config has been modified to look like the other platform configurations.
Changed FloodgateKeyLoader
* Changed default-locale and (remote) address as requested by Camotoy
* Reduce bandwidth and a few final tweaks
* Made the scoreboard-packet-threshold a bit higher due to improvements
This fixes rare (?) instances where dimension switching doesn't finish loading on the client. Ideally a proper fix would send the finishing packets in the correct order but I didn't get far in this regard.
Fixes#1154 and #1072.
Other miscellaeous chunk-related fixes have also been included here.
Until 1.16, enchantment tables were impossible to implement properly in Geyser. When a user selects an enchantment in Bedrock, the client creates the book on its end and assumes the server is OK with it. Java requires a button to be pressed to select the enchantment. With 1.16, server authoritative inventories remove that on Bedrock. However, until our inventory rewrite is finished we are still stuck without enchantment table support. This commit serves as an alternative as we wait.
Enchantment table GUI support is still impossible since we are using the pre-1.16 inventory system. To solve this, this commit replaces the enchantment table GUI with a hopper GUI. The first slot serves as the spot you place the weapon. The second slot acts as the lapis slot - Geyser prevents any item from going in there that is not lapis. The final three slots act as the buttons; an enchanted book acts as each button, with the ability to show the translated text of each enchantment.
https://cdn.discordapp.com/attachments/613194828359925800/746164042359504927/unknown.png
* Translate RAIN_STRENGTH to Bedrock client
Previously Geyser ignored RAIN_STRENGTH and instead relied on START_RAIN and STOP_RAIN only. This is unreliable on a vanilla server as these values are swapped around. This commit also implements thunder strength which was untranslated.
* Update rain code in JavaRespawnTranslator
* Port code from #486
Co-authored-by: Luke <32024335+lukeeey@users.noreply.github.com>
* Fix and clean code and add default gamemode changing
* Clean copyright
* Remove direct modification of server, clean up code and add player list xuid fetching.
* Move to custom settings menu
* Move sendAdventureSettings to GeyserSession
* Add javadoc comments
* Add translation support
* Remove updated copyright
* Clean up
* Clarify some javadoc comments
* Remove obsolete code
* Update languages submodule
* Fix javadoc comments
* Fix compile
Co-authored-by: Luke <32024335+lukeeey@users.noreply.github.com>
Co-authored-by: Redned <redned235@gmail.com>
* Fix Skin Caching
Changes:
* Instead of caching a skin based upon the player we cached it based upon the textureURL. This means multiple players with the same skin will benefit from the cache and more importantly will mean a player changing their skin will not get a false cache hit.
* This should fix all issues with SkinRestorer and will now correctly show the skin both to the player themselves and to other players
Closes#518
* Remove duplicated code
* Minimize playerlist updates
Changes:
* All async skin stuff will now just update skins and not be involved with sending the session to the player. This eliminates issues where the player list changes whilst an async task is occuring plus it means no invisible players while retrieving skin.
* Fix bug when retrieving cached skin
* When sending PlayerList packets ensure the skins have appropriate skinIds so the Bedrock client will cache hit/miss as needed
* Make sure to add and remove player when setting skin if they do not belong on the playerlist
* Make use of AuthData UUID when removing the player
* Revert removal of checking if entity is valid when initialized
This section is supposed to send all spawned entities in the java world to a player only after they've initialized. By removing this check it would also be sending entities that exist but are not spawned.
* Optimizations
Changes:
* Check for duplicate requests based on textureURL instead of player ID
* Don't use the PlayerSkinPacket. It duplicates the data sent in the PlayerListPacket and without it the players still get skin updates.
* Support caching of skins to disk based on configuration variable
If a skin is downloaded it will be saved to `cache/skins` using a base64 encoded filename of the textureUrl, if allowed by setting a non 0 value for the configuration variable `cache-skins`
When reading a skin we try load it from a cache file first before trying to download it.
We don't yet expire them but do update their last modification so we know which ones have been accessed.
* Update `config.yml` with cache-skins directive, defaulting to disabled
* Merge Fixes
* Cache all images instead of just skins
Changes:
* Move the image caching from skins to where images may get downloaded so this also covers capes and anything else that uses the same method of image retrieval
* Updated config value from `cache-skins` to `cache-images`
* Updated cache location from `cache/skins` to `cache/images`
* Images are stored in png format with a uuid. This may make debugging easier as they can be directly opened.
* Implement cached image expiry
If `cache-images` is set to a value greater than 0 then a scheduled task will occur once a day that will remove images with a modification date older than the value in days.
* Force skin changes as trusted
* Resolve PR queries
* Fix signed int causing issues calculating expiry time for images
* Reset Defaults to 0 and implement Google Timed Eviction cache for Images
* Add memory cache for Capes
Co-authored-by: Brendan Grieve <brendan.grieve@zepli.com.au>
Co-authored-by: bundabrg <bundabrg@grieve.com.au>
This commit supresses the NPE that was previously sent when using an invalid Mojang account. Instead, the Bedrock client is disconnected with an error message.
* Add 1.9+ PvP 'Cooldown'
This commit adds a subtitle that acts as the Java cooldown. This is an optional feature disabled in the config with `show-cooldown`. This does not appear on plugins that use OldCombatMechanics.
* No need to bump up the config version; I was just tested with OldCombatMechanics
* Use simpler casting
* Use session variable of lastHitTime for theoretically better performance
* Reuse attribute value calculation from AttributeUtils
* Remove unused imports
* Revert config version update in config.yml
* Fix maps not loading in sometimes
Adds a default map ID so the map item isnt invisible on bedrock.
Respond to the MapInfoRequestPacket so the image loads on first join.
* Remove debug log
* Add comments
* Fix edge case when shift clicking an output slot
* Don't send window close packet if window is already closed
* Limit amount of window close packets sent to the client
Fixes hidden inventory bar bug
* Restrict user from unusable chest inventory slots
* Fix crafting table slot mappings
* Always send cursor update
* Ignore all downstream packet errors
Instead of kicking the client off because of an error, we simply display a logger warning and suppress the error.
* If debug mode, print stacktrace
- Merged ItemTranslator and ItemStackTranslator together.
- Split ItemTranslator into two classes: ItemTranslator and ItemRegistry. The registry is where items are registered, and the translator class is where item translation takes place.
- Made most of ItemTranslator's methods static and removed the initialization in Toolbox.
- Moved a handful of registry classes previously ending with 'Utils' to a 'Registry' class to be more fitting for the term.
- Moved inventory and block entity registration out of Translators.
- Renamed Translators to PacketTranslatorRegistry.
- Yeeted Toolbox.
- Minor cleanups and small refactors.
* Initial support for entity mounts*
* This only works for viewing other players on mounts/vehicles. Currently, mounting on vehicles through Geyser with bedrock does not work at all, though, you can see other Java players on mounts just fine.
* Fix Bedrock player mounting; add minecart offset
* Remove debug code
* Fix boat animation
* Remove debug code
* Add notice of possible steering flip
* Add translator for PlayerInputPacket
* Upload WIP code for BoatEntity.java
* Add animation for rowing on Bedrock side
* Clean up debug code, start on boat movement
* Add notice about flying horses
* Rename BedrockPlayerInputPacket.java to BedrockPlayerInputTranslator.java
* Delete BedrockPlayerInputPacket.java
* Use Translator Annotation again; Thanks to LegacyGamerHD
* Upload ineffective mount-on-login code
* Upload current changes with no debug code
* Change case where applicable
* Change Integer[] to int[]; Change schedule() to execute()
* Don't use Thread.Sleep() and instead call itself again
* Fix players not being linked on login/chunk load
* Little changes
* Minor improvements/fixes to boats
* Remove empty file
* Fix horse flying.
* Various entity mounting fixes
* Add mounting offsets for skeleton and zombie horses
* Another round of entity mount-related fixes
- Add offsets for skeleton and zombie horses (Thanks to tester DirtNasty)
- Boats can now be placed in survival (Thanks again to tester DirtNasty)
- Boats and minecarts can now shake
* Add translating for ServerVehicleMovePacket
* Cleaning up
* More cleaning up
* Add interactive tag support for mountable entities
* Boats move far more nicely
* Add horse heart visuals
* Update interactive tags
Co-authored-by: RednedEpic <redned235@gmail.com>
* Added ears geometry support
* Added ear fetching from mc capes
* Added support for deadmau5
* Commented, documented and cleaned code
* Allow bedrock players to see their java skin/cape/ears when joining
* Optimised Imports
* Fix missing else statement
* Moved ears and fixed elytra skins
* Added ears config option
* Fixed cape/elytra transparency
* Fixed slim skin geometry
* Fixed async ears request and added alex skin
* Fixed default elytra not showing with no cape
* Moved to normal Base64 functions
Co-authored-by: James Harrison <james@fasttortoise.co.uk>
This commit implements basic functionality for villager trading. This is still incomplete and is buggy in areas such as with villager trades that have more than one input and trade inputs and outputs containing NBT.
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Added legacy skin support for bedrock to bedrock clients
* Added bedrock to bedrock cape handling
* Added bedrock geometry support
* Bedrock skins now work in all auth modes
* Tonne of debug info
* Added fix to prevent customised skins from being loaded
* Added skin size to bedrock client data
* Cleaned debugging code
* Made bedrock cape take priority over third party
* Cut the customised skin image in half to hopefully get it to map
* Removed hacky conversion attempt
* Fixed bedrock skin caching on load and 1.14.60 support
* Cleaned up debug messages
* Added linked player ignore
* Implement helper methods for sending packets, fixes an NPE when chatting before connecting to the remote server
* Change method names
* Add a space between doc comment lines
* Add debug messages
These sound handlers had to be added since on Minecraft: Java Edition, these sounds are handled clientside whilst Minecraft: Bedrock Edition expects something from the server. To counter this, we emulate the sounds of that on Minecraft: Java Edition within Geyser and send it to the client. The code may seem a tadredundant, but there is not much of an alternative unfortunately.
The refactors in this commit go a bit beyond the scope of what the sound/effects branch was meant to accomplish, however most of these changes are necessary so chunk caching could be reintroduced for the standalone version. The chunk caching here allows for us to get the block ID before the block was broken, and in the future allow us to implement newer features. Chunk caching is optional (and disabled by default) as on non-Bukkit versions, it can eat up a lot of RAM with many players online.
Previously, any time a block was clicked whether it be with a block in the hand or not, a sound would play. This checks if the item in the players hand is indeed a block as well as the same block in the UpdateBlockPacket, and properly plays the packet.
The normal identity UUID caused problems and caused the bedrock client to crash when using Floodgate. This was likely because on bedrock edition, it's a version 3 UUID opposed to java edition which uses version 4.
- This should hopefully reduce spam in console when a java client is disconnected. The disconnect handler will be rewritten later to address the not being able to reconnect issue.