7a5d8d424a
Update README.md
2019-04-13 22:34:06 -04:00
564cb99861
Add Player#getGameProfile() to make tab list plugins easier to make.
2019-03-29 15:01:52 -04:00
118574e535
Updated log4j and Checker Framework
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Updating Checker Framework flagged numerous warnings, which have been
corrected. These probably involve type declarations lacking a nullness
annotation that appeared elsewhere.
2019-03-28 22:27:51 -04:00
9491f948f8
Upgraded Gradle Shadow plugin to 4.0.4 (last Gradle 4.x version)
2019-03-28 22:01:33 -04:00
611a31b7bb
Attempt to allow Eclipse to import the Gradle project.
2019-03-28 21:46:45 -04:00
2c5a6d0f67
Merge branch 'creeper123123321-master'
2019-03-24 14:00:12 -04:00
b369256400
Merge branch 'master' of https://github.com/creeper123123321/Velocity into creeper123123321-master
2019-03-24 13:57:26 -04:00
07b775d892
Notify on read-timeout instead of emitting exception
2019-03-17 19:44:22 -04:00
45574ce952
Remove connection pool for HTTP connections for now.
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The upstream feature this relies on will be gone in Netty 5.x and there
is probably more benefit in using the connection's event loop to connect
to Mojang's authentication servers.
2019-03-10 23:40:18 -04:00
432d570474
Allow fallback to other server connections in the event of an exception.
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Also removes some debugging code.
2019-03-10 14:11:24 -04:00
f16e67cfad
Update Netty to 4.1.34.Final
2019-03-10 04:48:22 -04:00
ddb4623758
Merge pull request #181 from hugmanrique/master
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Fix implementation of #176
2019-03-09 17:29:13 -05:00
8bb118022d
Fix implementation of #176
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As @creeper123123321 noted on Discord, the javadoc specifies "Matches all {@link Player}s whose names start with the provided partial name.".
With the current implementation, if there were two online players named Notch and Notch2, only Notch would be returned as a singleton Collection. This PR fixes this behavior by removing the `exactMatch` code.
2019-03-09 21:02:41 +01:00
e2fa06fa17
Merge pull request #176 from Crypnotic/master
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Add matchPlayer and matchServer
2019-03-09 00:15:07 -05:00
c7a379ebb8
Include server that we attempted to connect to in the result.
2019-03-08 23:51:47 -05:00
30df2ad04b
Request read after setting auto-read to true
2019-03-08 08:48:03 -03:00
b5d228028c
untested control handler
2019-03-08 08:33:28 -03:00
fa9d5f6499
Fire ProxyShutdownEvent _after_ the event manager thread pool shuts down
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Fixes #177
2019-03-06 22:51:39 -05:00
5ccf22c5c4
Relax (i.e. remove all checks) on the hostname.
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While validating this is a good idea, it causes too many issues in
practice. We will still clean the server address but no validation is
performed on the address.
2019-03-06 17:45:38 -05:00
b35fd05d2e
Add matchPlayer and matchServer
2019-03-03 09:57:19 -06:00
c8e3e7ff94
Initializing the handshake registry explicitly is redundant.
2019-02-20 21:19:04 -05:00
3c8055019e
Actually use the correct time units for read timeouts. Fixes #174
2019-02-20 21:05:32 -05:00
c6dcba36c3
Fix another case where an in-flight connection would be retained.
2019-02-20 13:55:27 -05:00
1ec070069f
Fix misplaced connection in flight reset. Fixes #173
2019-02-19 15:09:58 -05:00
6a8345e045
Forgot to include equals/hashCode on the object key
2019-02-16 16:20:50 -05:00
b3c87ef756
Remove an errant semicolon
2019-02-16 16:17:33 -05:00
f4a10e64e0
More proper host/SSL setup. See #172
2019-02-16 16:16:28 -05:00
332f931534
More accurate length setting
2019-02-15 17:48:36 -05:00
f042d214d3
Update copyright year in /velocity version
2019-02-15 16:09:37 -05:00
a0e1359557
Fix build
2019-02-15 16:07:19 -05:00
02a725035c
Another round of improvements to tab complete. Fix fallback servers.
2019-02-15 16:03:15 -05:00
12f5bdfc48
Properly implement fallback support.
2019-02-15 15:07:38 -05:00
c5fefd55ed
register player connection only when switched to PLAY state ( #169 )
2019-01-29 16:17:07 -05:00
7d4d81fff1
Improve HandshakeSessionHandler#cleanVhost()
2019-01-28 00:34:51 -05:00
6eb6c99fa7
Simplify MinecraftConnection release logic.
2019-01-27 22:57:40 -05:00
6d080db48e
Bump text dependency to 1.12-1.6.5 to fix a deserialisation issue
2019-01-21 09:12:27 -08:00
56873712ec
Use the player's event loop for their server connections.
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This approach reduces context switching, giving us that much extra boost
in throughput.
2019-01-19 03:21:46 -05:00
865f9e5ef9
Bump the pool buffer size to 4MiB temporarily
2019-01-19 03:02:50 -05:00
e2f93c6ac6
Set Netty pooled buffer size to 2MiB
2019-01-19 02:48:11 -05:00
0b0fa0a352
Substantially-improved ancient server list ping support.
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Velocity now flawlessly supports 1.6 and below server list pings along
with a notice to reconnect with a more modern version of Minecraft if
possible.
2019-01-19 01:07:30 -05:00
078d0ebc96
Fix bad Respawn packet ID, which broke 1.12.1
2019-01-19 00:09:18 -05:00
67591900e6
Merge pull request #167 from creeper123123321/master
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Don't use ByteBuf, fix varint with 0 ending
2019-01-13 11:31:13 -05:00
7d6fa11a83
Don't use ByteBuf, fix varint with 0 ending
2019-01-13 08:57:54 -02:00
027fcf3825
Gradle doesn't like JDK 11
2019-01-12 11:02:24 -05:00
aac42d1184
Configure Travis-CI
2019-01-12 10:58:42 -05:00
c7b6afe5b8
Fix merge checkstyle issues
2019-01-12 10:52:02 -05:00
bc70c76aec
Some fixes ( #165 )
2019-01-12 10:47:46 -05:00
564b87de1d
Avoid ByteBuf#slice(). We can simply reset the reader index.
2019-01-12 00:25:11 -05:00
1a2b162353
Cleaner and more correct to use ByteBufs directly.
2019-01-11 18:32:03 -05:00
1e041963f0
Use just one byte array in the varint frame decoder.
2019-01-11 18:04:51 -05:00