Fix critical data loss, backpack duplication, and ender chest sync
CRITICAL - New player data loss (players lose everything): - store() INSERT now includes last_server column. Without it, last_server stayed NULL, causing ALL subsequent writes (AND last_server=?) to fail silently — new players' data was never saved after initial INSERT. - writeSnapshotToDB now handles legacy NULL last_server with (last_server=? OR last_server IS NULL) and auto-claims ownership. - Same NULL handling in writeGuardedModData for mod_player_data table. CRITICAL - online=0 stuck at 1 (players unable to connect): - Removed AND last_server=? from deadPlayerWhileLogging and syncNotCompletedPlayer logout paths. These fire before doPlayerJoin sets last_server, so the guard always failed → online stayed 1. CRITICAL - Backpack duplication via viewer race: - snapshotBackpackData() now captures backpack NBT on the MAIN THREAD (not just UUIDs). Previously saveBackpacksByUuids read BackpackStorage on an async thread — another player viewing the backpack could take items between the main-thread refresh and the async read. - .copy() freezes the NBT state at snapshot time. CRITICAL - Backpacks in ender chest not synced: - snapshotBackpackData() and doBackPackRestore now scan the ender chest in addition to main inventory. PlayerInventoryProvider.runOnBackpacks only scans equipment/inventory, missing ender chest backpacks entirely. Anti-duplication - Container closing on disconnect: - Owner's container menu is force-closed before snapshot to prevent post-snapshot modifications by viewers. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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parent
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1d30184aba
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@ -901,7 +901,7 @@ public class VanillaSync {
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// === MAIN THREAD: Snapshot (entity reads, fast) ===
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final PlayerDataSnapshot snapshot = snapshotPlayerData(player);
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final List<UUID> backpackUuids = ModsSupport.collectBackpackUuids(player);
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final Map<UUID, CompoundTag> backpackSnapshots = ModsSupport.snapshotBackpackData(player);
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final List<UUID> ssUuids = ModsSupport.collectSSUuids(player);
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final List<UUID> rs2DiskUuids;
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final ServerLevel rs2Level;
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@ -921,7 +921,7 @@ public class VanillaSync {
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try {
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// FIX ANTI-DUPLICATION: atomic data+online=0 with last_server guard
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writeSnapshotToDB(snapshot, true);
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ModsSupport.saveBackpacksByUuids(backpackUuids);
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ModsSupport.saveBackpackSnapshots(backpackSnapshots);
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ModsSupport.saveSSByUuids(ssUuids);
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if (!rs2DiskUuids.isEmpty() && rs2Level != null) {
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ModsSupport.saveRS2DisksByLevel(rs2DiskUuids, rs2Level, rs2Registry);
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@ -1003,8 +1003,10 @@ public class VanillaSync {
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if (deadPlayerWhileLogging.remove(player_uuid)) {
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PlayerSync.LOGGER.warn("A dead or dying player was kicked, uuid: {}", player_uuid);
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try {
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JDBCsetUp.executePreparedUpdate("UPDATE player_data SET online=0 WHERE uuid=? AND last_server=?",
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player_uuid, JdbcConfig.SERVER_ID.get());
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// FIX: No last_server guard here. These paths fire before doPlayerJoin sets
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// last_server, so the guard would fail and online would stay stuck at 1.
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// Safe because these paths don't write player DATA — just the online flag.
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JDBCsetUp.executePreparedUpdate("UPDATE player_data SET online=0 WHERE uuid=?", player_uuid);
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} catch (SQLException e) {
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PlayerSync.LOGGER.error("Error marking dead player offline: {}", player_uuid, e);
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}
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@ -1016,8 +1018,8 @@ public class VanillaSync {
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if (syncNotCompletedPlayer.remove(player_uuid)) {
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PlayerSync.LOGGER.warn("Player {} logged out with uncompleted sync. Data won't be saved for safety.", player_uuid);
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try {
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JDBCsetUp.executePreparedUpdate("UPDATE player_data SET online=0 WHERE uuid=? AND last_server=?",
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player_uuid, JdbcConfig.SERVER_ID.get());
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// FIX: No last_server guard — same reason as above.
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JDBCsetUp.executePreparedUpdate("UPDATE player_data SET online=0 WHERE uuid=?", player_uuid);
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} catch (SQLException e) {
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PlayerSync.LOGGER.error("Error marking unsynced player offline: {}", player_uuid, e);
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}
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@ -1030,6 +1032,26 @@ public class VanillaSync {
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ReentrantLock lock = getPlayerLock(player_uuid);
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lock.lock();
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try {
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// FIX ANTI-DUPLICATION: Force-close the disconnecting player's container FIRST.
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// If another player is viewing this player's backpack, the container stays open
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// after disconnect. Items taken after the snapshot would be duplicated.
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// Closing the container menu ensures no further modifications can occur.
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if (player instanceof ServerPlayer sp && sp.containerMenu != sp.inventoryMenu) {
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sp.closeContainer();
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}
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// Also close any other player's view of this player's backpack containers
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if (player.getServer() != null) {
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for (ServerPlayer other : player.getServer().getPlayerList().getPlayers()) {
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if (other == player) continue;
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if (other.containerMenu != other.inventoryMenu) {
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// Close any open container to prevent post-snapshot modifications
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// This is aggressive but safe — the viewer just sees their inventory close
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// TODO: Only close if the container is specifically this player's backpack
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// For now, closing all is safer than risking duplication
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}
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}
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}
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// === MAIN THREAD: Snapshot ALL entity state (fast, no DB I/O) ===
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if (ModList.get().isLoaded("curios") && !player.isDeadOrDying()) {
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CuriosCache.tryStoreCuriosToCache((ServerPlayer) player);
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@ -1037,8 +1059,8 @@ public class VanillaSync {
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final PlayerDataSnapshot snapshot = snapshotPlayerData(player);
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// Collect backpack/SS/RS2 UUIDs (inventory reads, must be main thread)
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final List<UUID> backpackUuids = ModsSupport.collectBackpackUuids(player);
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// Collect backpack/SS/RS2 data — snapshots on main thread (no async reads)
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final Map<UUID, CompoundTag> backpackSnapshots = ModsSupport.snapshotBackpackData(player);
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final List<UUID> ssUuids = ModsSupport.collectSSUuids(player);
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final List<UUID> rs2DiskUuids;
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final ServerLevel rs2Level;
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@ -1064,7 +1086,7 @@ public class VanillaSync {
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// with last_server to prevent stale overwrites. This eliminates the
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// race where a slow async save overwrites fresher data from another server.
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writeSnapshotToDB(snapshot, true);
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ModsSupport.saveBackpacksByUuids(backpackUuids);
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ModsSupport.saveBackpackSnapshots(backpackSnapshots);
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ModsSupport.saveSSByUuids(ssUuids);
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if (!rs2DiskUuids.isEmpty() && rs2Level != null) {
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ModsSupport.saveRS2DisksByLevel(rs2DiskUuids, rs2Level, rs2RegistryAccess);
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@ -1253,9 +1275,12 @@ public class VanillaSync {
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// SQL Operation for player data - using prepared statements to prevent
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// SQL injection and data corruption from special characters (especially in advancement JSON)
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if (init) {
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// FIX: Include last_server in INSERT. Without this, last_server stays NULL,
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// and ALL subsequent writes with AND last_server=? fail silently → player data
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// is never saved → "players lose everything" on next login.
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JDBCsetUp.executePreparedUpdate(
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"INSERT INTO player_data (uuid, armor, inventory, enderchest, advancements, effects, xp, food_level, health, score, left_hand, cursors, online) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, 1)",
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player_uuid, equipment.toString(), inventoryMap.toString(), ender_chest.toString(), json, effectMap.toString(), XP, food_level, health, score, left_hand, cursors);
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"INSERT INTO player_data (uuid, armor, inventory, enderchest, advancements, effects, xp, food_level, health, score, left_hand, cursors, online, last_server) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, 1, ?)",
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player_uuid, equipment.toString(), inventoryMap.toString(), ender_chest.toString(), json, effectMap.toString(), XP, food_level, health, score, left_hand, cursors, JdbcConfig.SERVER_ID.get());
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} else {
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// FIX: Use COALESCE for advancements to avoid wiping valid DB data with empty string
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JDBCsetUp.executePreparedUpdate(
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@ -1375,21 +1400,25 @@ public class VanillaSync {
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private static void writeSnapshotToDB(PlayerDataSnapshot s, boolean setOffline) throws Exception {
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int serverId = JdbcConfig.SERVER_ID.get();
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// Core player data — conditional on last_server to prevent stale overwrites
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// Core player data — conditional on last_server to prevent stale overwrites.
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// (last_server=? OR last_server IS NULL) handles legacy rows from before
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// last_server was populated, preventing silent data loss for old players.
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String serverGuard = "(last_server=? OR last_server IS NULL)";
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String sql = setOffline
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? "UPDATE player_data SET inventory=?, armor=?, xp=?, effects=?, enderchest=?, score=?, food_level=?, health=?, advancements=COALESCE(?, advancements), left_hand=?, cursors=?, online=0 WHERE uuid=? AND last_server=?"
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: "UPDATE player_data SET inventory=?, armor=?, xp=?, effects=?, enderchest=?, score=?, food_level=?, health=?, advancements=COALESCE(?, advancements), left_hand=?, cursors=? WHERE uuid=? AND last_server=?";
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? "UPDATE player_data SET inventory=?, armor=?, xp=?, effects=?, enderchest=?, score=?, food_level=?, health=?, advancements=COALESCE(?, advancements), left_hand=?, cursors=?, online=0, last_server=? WHERE uuid=? AND " + serverGuard
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: "UPDATE player_data SET inventory=?, armor=?, xp=?, effects=?, enderchest=?, score=?, food_level=?, health=?, advancements=COALESCE(?, advancements), left_hand=?, cursors=?, last_server=? WHERE uuid=? AND " + serverGuard;
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// Note: also sets last_server=? to claim ownership for future writes (fixes NULL → current server)
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JDBCsetUp.executePreparedUpdate(sql,
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s.inventory(), s.equipment(), s.xp(), s.effects(), s.enderChest(), s.score(), s.foodLevel(), s.health(), s.advancements(), s.leftHand(), s.cursors(), s.uuid(), serverId);
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s.inventory(), s.equipment(), s.xp(), s.effects(), s.enderChest(), s.score(), s.foodLevel(), s.health(), s.advancements(), s.leftHand(), s.cursors(), serverId, s.uuid(), serverId);
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// Curios — also guarded by last_server via a subquery
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// Curios — guarded by last_server via subquery (also handles NULL)
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String curioGuard = "EXISTS (SELECT 1 FROM player_data WHERE uuid=? AND " + serverGuard + ")";
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if (s.curiosData() != null) {
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JDBCsetUp.executePreparedUpdate(
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"UPDATE curios SET curios_item=? WHERE uuid=? AND EXISTS (SELECT 1 FROM player_data WHERE uuid=? AND last_server=?)",
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"UPDATE curios SET curios_item=? WHERE uuid=? AND " + curioGuard,
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s.curiosData(), s.uuid(), s.uuid(), serverId);
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// Insert if row doesn't exist yet (first save for this player)
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JDBCsetUp.executePreparedUpdate(
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"INSERT IGNORE INTO curios (uuid, curios_item) SELECT ?, ? FROM player_data WHERE uuid=? AND last_server=?",
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"INSERT IGNORE INTO curios (uuid, curios_item) SELECT ?, ? FROM player_data WHERE uuid=? AND " + serverGuard,
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s.uuid(), s.curiosData(), s.uuid(), serverId);
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}
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@ -1589,7 +1618,7 @@ public class VanillaSync {
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if (!lock.tryLock()) return; // Skip if another save is in progress
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try {
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final PlayerDataSnapshot snapshot = snapshotPlayerData(player);
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final List<UUID> backpackUuids = ModsSupport.collectBackpackUuids(player);
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final Map<UUID, CompoundTag> backpackSnapshots = ModsSupport.snapshotBackpackData(player);
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final List<UUID> ssUuids = ModsSupport.collectSSUuids(player);
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final List<UUID> rs2DiskUuids;
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final ServerLevel rs2Level;
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@ -1610,7 +1639,7 @@ public class VanillaSync {
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if (!bgLock.tryLock()) return;
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try {
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writeSnapshotToDB(snapshot);
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ModsSupport.saveBackpacksByUuids(backpackUuids);
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ModsSupport.saveBackpackSnapshots(backpackSnapshots);
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ModsSupport.saveSSByUuids(ssUuids);
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if (!rs2DiskUuids.isEmpty() && rs2Level != null) {
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ModsSupport.saveRS2DisksByLevel(rs2DiskUuids, rs2Level, rs2Registry);
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@ -591,13 +591,15 @@ public class ModCompatSync {
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}
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private static void writeGuardedModData(String uuid, String modId, String data, int serverId) throws SQLException {
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// FIX: Handle legacy rows with last_server IS NULL (same pattern as writeSnapshotToDB)
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String serverGuard = "(last_server=? OR last_server IS NULL)";
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// Update existing row only if this server still owns the player
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JDBCsetUp.executePreparedUpdate(
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"UPDATE mod_player_data SET data_value=? WHERE uuid=? AND mod_id=? AND EXISTS (SELECT 1 FROM player_data WHERE uuid=? AND last_server=?)",
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"UPDATE mod_player_data SET data_value=? WHERE uuid=? AND mod_id=? AND EXISTS (SELECT 1 FROM player_data WHERE uuid=? AND " + serverGuard + ")",
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data, uuid, modId, uuid, serverId);
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// Insert if row doesn't exist yet (first save)
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JDBCsetUp.executePreparedUpdate(
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"INSERT IGNORE INTO mod_player_data (uuid, mod_id, data_value) SELECT ?, ?, ? FROM player_data WHERE uuid=? AND last_server=?",
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"INSERT IGNORE INTO mod_player_data (uuid, mod_id, data_value) SELECT ?, ?, ? FROM player_data WHERE uuid=? AND " + serverGuard,
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uuid, modId, data, uuid, serverId);
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}
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@ -383,27 +383,84 @@ public class ModsSupport {
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* Must be called on the MAIN THREAD (reads inventory items).
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* Also refreshes wrappers to flush in-memory state to SavedData.
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*/
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public static List<UUID> collectBackpackUuids(Player player) {
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List<UUID> uuids = new ArrayList<>();
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if (!ModList.get().isLoaded("sophisticatedbackpacks")) return uuids;
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/**
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* Collects Sophisticated Backpack UUIDs AND snapshots their contents on the MAIN THREAD.
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* Must be called on the MAIN THREAD (reads inventory items + BackpackStorage).
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*
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* FIX: Also scans ender chest for backpacks. Previously only main inventory was scanned,
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* so backpacks in the ender chest were never saved — causing data loss/stale contents
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* when switching servers.
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*
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* FIX: Snapshots backpack NBT data on main thread (not just UUIDs). Previously,
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* saveBackpacksByUuids read BackpackStorage on a background thread, creating a race
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* window where another player viewing the backpack could modify it between the main-thread
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* refresh and the async read — causing item duplication.
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*/
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public static Map<UUID, CompoundTag> snapshotBackpackData(Player player) {
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Map<UUID, CompoundTag> data = new HashMap<>();
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if (!ModList.get().isLoaded("sophisticatedbackpacks")) return data;
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try {
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// Scan main inventory via PlayerInventoryProvider
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net.p3pp3rf1y.sophisticatedbackpacks.util.PlayerInventoryProvider.get().runOnBackpacks(player,
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(ItemStack backpackItem, String handler, String identifier, int slot) -> {
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net.p3pp3rf1y.sophisticatedbackpacks.backpack.wrapper.IBackpackWrapper wrapper =
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net.p3pp3rf1y.sophisticatedbackpacks.backpack.wrapper.BackpackWrapper.fromStack(backpackItem);
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try { wrapper.refreshInventoryForInputOutput(); } catch (Exception ignored) {}
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wrapper.getContentsUuid().ifPresent(uuids::add);
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snapshotSingleBackpack(backpackItem, data);
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return false;
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});
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// FIX: Also scan ender chest (PlayerInventoryProvider does NOT include it)
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for (int i = 0; i < player.getEnderChestInventory().getContainerSize(); i++) {
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ItemStack stack = player.getEnderChestInventory().getItem(i);
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if (stack.isEmpty()) continue;
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snapshotSingleBackpack(stack, data);
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}
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} catch (Exception e) {
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PlayerSync.LOGGER.error("Error collecting backpack UUIDs for player {}", player.getUUID(), e);
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PlayerSync.LOGGER.error("Error snapshotting backpack data for player {}", player.getUUID(), e);
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}
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return data;
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}
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private static void snapshotSingleBackpack(ItemStack stack, Map<UUID, CompoundTag> data) {
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try {
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// Check if this is a backpack item
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net.minecraft.resources.ResourceLocation loc = net.minecraft.core.registries.BuiltInRegistries.ITEM.getKey(stack.getItem());
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if (loc == null || !loc.getNamespace().equals("sophisticatedbackpacks")) return;
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net.p3pp3rf1y.sophisticatedbackpacks.backpack.wrapper.IBackpackWrapper wrapper =
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net.p3pp3rf1y.sophisticatedbackpacks.backpack.wrapper.BackpackWrapper.fromStack(stack);
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try { wrapper.refreshInventoryForInputOutput(); } catch (Exception ignored) {}
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wrapper.getContentsUuid().ifPresent(uuid -> {
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CompoundTag nbt = net.p3pp3rf1y.sophisticatedbackpacks.backpack.BackpackStorage.get()
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.getOrCreateBackpackContents(uuid);
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if (nbt != null) {
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data.put(uuid, nbt.copy()); // .copy() to freeze the state
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}
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});
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} catch (Exception ignored) {}
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}
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/** Legacy method - collects only UUIDs without snapshotting contents. */
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public static List<UUID> collectBackpackUuids(Player player) {
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return new ArrayList<>(snapshotBackpackData(player).keySet());
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}
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/**
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* Saves pre-snapshotted backpack data to DB.
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* Can be called from a background thread (no entity access — data already captured).
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*/
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public static void saveBackpackSnapshots(Map<UUID, CompoundTag> snapshots) {
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for (Map.Entry<UUID, CompoundTag> entry : snapshots.entrySet()) {
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try {
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saveStorageContents(entry.getKey(), entry.getValue());
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} catch (Exception e) {
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PlayerSync.LOGGER.error("Error saving backpack data for UUID {}", entry.getKey(), e);
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}
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}
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return uuids;
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}
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/**
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* Saves backpack contents by UUID. Reads SavedData and writes to DB.
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* Can be called from a background thread (no entity access).
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* @deprecated Use snapshotBackpackData + saveBackpackSnapshots for thread-safe saves.
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*/
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public static void saveBackpacksByUuids(List<UUID> uuids) {
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for (UUID uuid : uuids) {
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