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Improve handling of offline players during events

Abierto
#1,370 1 comentario 0 reacciones 0 asignados Ver en GitHub

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
25/100
Tipo de issue
Error
Claridad
Necesita aclaración
Estado de actividad
Estancado
Stack tecnológico
java
Área
game-dev

Línea de trabajo

Empieza leyendo AbstractEvent, MCPlayerEvent, Static.GetPlayer() y Static.GetCommandSender(), y compara después el manejo de player_login y player_spawn. Aclara el comportamiento esperado para los jugadores offline y los jugadores missing-byName, ten en cuenta las extensiones y añade una cobertura exhaustiva; se considera terminado cuando las búsquedas en el contexto del evento y el comportamiento del entorno de binding están definidos y verificados explícitamente.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

Some events pass a player object for players that are missing from the player list during the event. This causes a CREPlayerOfflineException when getting these players from Static.GetPlayer() or Static.GetCommandSender(), as well as made it tricky to pass the player to the bind environment. This was originally solved by hijacking the player injection system used for capture_runas(), but it wasn't designed for this.

Now, after some changes, the player is added to the environment from MCPlayerEvent instead, but injection is still used for getting players by name (and as a fallback for environment adding). But this happens in AbstractEvent, and this is undesirable as it mixes MC and MethodScript stuff. This will need to be changed some day in the future, but extensions would need to be considered.

Two events use injection still: player_login, where the player is not yet added to the player list at all; and player_spawn where the player is missing from the byName player map but not the byUUID player map (byUUID determines whether the player is "online" or not), which means they're technically online but Static.GetPlayer() can't find them without injection. I consider the player_spawn situation a bug, so it might be better to move the workaround for this to the bukkit abstraction layer.

As for player_login, the player is technically offline, so I'm not sure what the expectation should be here. Due to this, currently you can run functions from player context but not by name, except functions that take a CommandSender instead. (e.g. has_permission(<playerName>, <permissionNode>)) We could change Static.GetPlayer() to take an environment object for situations like this (is player_login the only one?), but that'll affect a lot of functions and some will malfunction in unknown ways for truly offline players. I haven't done a comprehensive test.

Lenguaje dominante
Java
Estrellas
128
Forks
70
Métricas de merge de PR
Sin PR fusionados en 30 d

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