From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 19 Apr 2020 00:05:46 -0400
Subject: [PATCH] Fire PlayerJoinEvent when Player is actually ready

For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.

This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!

Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.

This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.

There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.

For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!

This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.

== AT ==
public net.minecraft.server.level.ChunkMap addEntity(Lnet/minecraft/world/entity/Entity;)V

diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -0,0 +0,0 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
             return;
         }
         // Paper end - ignore and warn about illegal addEntity calls instead of crashing server
+        if (entity instanceof ServerPlayer && ((ServerPlayer) entity).supressTrackerForLogin) return; // Paper - Fire PlayerJoinEvent when Player is actually ready; Delay adding to tracker until after list packets
         if (!(entity instanceof EnderDragonPart)) {
             EntityType<?> entitytypes = entity.getType();
             int i = entitytypes.clientTrackingRange() * 16;
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
@@ -0,0 +0,0 @@ public class ServerPlayer extends net.minecraft.world.entity.player.Player {
     public double maxHealthCache;
     public boolean joining = true;
     public boolean sentListPacket = false;
+    public boolean supressTrackerForLogin = false; // Paper - Fire PlayerJoinEvent when Player is actually ready
     public String kickLeaveMessage = null; // SPIGOT-3034: Forward leave message to PlayerQuitEvent
     // CraftBukkit end
     public boolean isRealPlayer; // Paper
diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
@@ -0,0 +0,0 @@ public abstract class PlayerList {
         this.playersByUUID.put(player.getUUID(), player);
         // this.broadcastAll(ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(entityplayer))); // CraftBukkit - replaced with loop below
 
+        // Paper start - Fire PlayerJoinEvent when Player is actually ready; correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks
+        player.supressTrackerForLogin = true;
+        worldserver1.addNewPlayer(player);
+        this.server.getCustomBossEvents().onPlayerConnect(player); // see commented out section below worldserver.addPlayerJoin(entityplayer);
+        player.loadAndSpawnEnderpearls(optional);
+        player.loadAndSpawnParentVehicle(optional);
+        // Paper end - Fire PlayerJoinEvent when Player is actually ready
         // CraftBukkit start
         CraftPlayer bukkitPlayer = player.getBukkitEntity();
 
@@ -0,0 +0,0 @@ public abstract class PlayerList {
             player.connection.send(ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(entityplayer1)));
         }
         player.sentListPacket = true;
+        player.supressTrackerForLogin = false; // Paper - Fire PlayerJoinEvent when Player is actually ready
+        ((ServerLevel)player.level()).getChunkSource().chunkMap.addEntity(player); // Paper - Fire PlayerJoinEvent when Player is actually ready; track entity now
         // CraftBukkit end
 
         player.refreshEntityData(player); // CraftBukkit - BungeeCord#2321, send complete data to self on spawn
@@ -0,0 +0,0 @@ public abstract class PlayerList {
         worldserver1 = player.serverLevel(); // CraftBukkit - Update in case join event changed it
         // CraftBukkit end
         this.sendActivePlayerEffects(player);
-        player.loadAndSpawnEnderpearls(optional);
-        player.loadAndSpawnParentVehicle(optional);
+        // Paper - move loading pearls / parent vehicle up
         player.initInventoryMenu();
         // CraftBukkit - Moved from above, added world
         // Paper start - Configurable player collision; Add to collideRule team if needed
