Every project gets a checkAffected task that decides whether it has to
be rebuilt. A project is affected when one of these changed:
- its own files, or paths it adds with an affected { } block
- the versions of its resolved dependencies
- a project it depends on
- the root project, which owns the shared build and CI files
Projects list what they ship in a deploy { } block, and can add
afterDeploy commands there. Jars are now byte-reproducible. Only files
whose hash differs from the deployed one are uploaded, and only their
afterDeploy commands are run.
The deploy workflow diffs against the last deployed commit, which is
stored on the server with the dependency versions. PR builds diff
against the merge base. Shared setup steps moved into composite actions
under .gitea/actions.
Instead of a block occluding as a whole, the hull stores which of its six
faces are full, using the occlusion shapes the client culls faces with. A ray
inside a block can only leave it through an open face and enter the next
block through its open opposite face; if only that face is full, the ray
reaches its surface, so the block is visible, but stops there. Slabs, stairs
and stacked slabs now hide what is behind them; double slabs need no special
case anymore. Faces only open up on block updates, after which the rays that
could not get into, out of or past the block are continued.
Hidden blocks occlude by the same decision as the techhider, so waterlogged
blocks count as well when water is hidden. The hull therefore takes the
ObfuscationConfig, which the fight shares with its TechHiderWrapper.
Players using /hullhider also get the techhider of the region's gamemode in
the build area, like in a fight: its hidden blocks are replaced and occlude
in the hull.
The repeating timers that linked classes and the plugin main classes started
once for the whole runtime now use @LinkedTimer, on Spigot (BauSystem,
SpigotCore, LobbySystem, MissileWars, TowerRun, Teamserver) and Velocity.
The FightInfoPacketSenders of MissileWars and TowerRun are linked themselves
instead of being started by the main class.
A method of a linked class annotated with @LinkedTimer(delay, period) is run
repeatedly by the linker, on Spigot and Velocity. The method must not have
parameters, its return value is ignored. It is called through a MethodHandle
bound once when linking instead of reflection; LambdaMetafactory cannot be used
as the linker and the linked classes are in different class loaders.
The unit defaults to ticks and can be set to milliseconds up to hours; the
Unit enum converts it to ticks for Spigot and to a TimeUnit for Velocity.
HullHiderCommand uses it for its tick task.
Every loader started a timer and registered itself as listener, but neither
was stopped, so each loader kept running every tick until the server
restarted. Both are now stopped when the loader is stopped or replaced by a
new one.
HullHider gets a hideEntities parameter: the fight still hides entities inside
hidden hulls, /hullhider only hides blocks. As the TechHider also dropped
spawn packets at hidden positions, ForPlayer#canAccessEntitySpawn decides
about them now, which the BauTechHider always allows.
The value of a @Linked field of a linked class is linked like a linked class
itself, e.g. registered as listener, and unlinked again on unlink. The field
has to be initialised when linking. HullHiderCommand and TPSSystem use it
instead of registering their listeners by hand.
/hullhider hides the inside of the build area hull of a region from the
players who toggle it, like the hull hider of a fight. Each region gets its
own hull while somebody uses it; it is rebuilt every time somebody enables it,
as WorldEdit and Axiom changes do not update it. /techhider, /xray and
/hullhider exclude each other per player and region.
Which players may see the hull contents is now decided by Viewers, a sealed
class with HiddenByDefault (fight) and VisibleByDefault (bau). Added players
are stored in a set; isViewer alone defines what being added means.
The new TechHider registers a permanent global filter, so BauSystem now uses
a single BauTechHider that combines the hiding rules of the spectator
techhider, /techhider and /xray per player. To support the different
obfuscation blocks of these rules, ForPlayer now provides the obfuscation
block per position.
The ChunkHider now also checks single valued chunk sections, which were sent
unfiltered before, and recalculates their block count if they change.
Unhandled packet types are logged once; statistics, debug samples and ping
responses are passed through.
The legacy TechHider and its access widener entries are removed.
getBauMember never read its cache after the Exposed migration, so every
scoreboard render hit the DB (Too many connections, #479). Cache by
(bauwelt, member) incl. negative results, evict on addMember/remove, and
send BaumemberUpdatePacket to the Bauserver and all dev servers (also on
addmember). BauMemberUpdate clears the cache itself to not depend on
handler order.
Bundle piston order recalculations into one run every 200ms (wall clock,
independent of TPS) instead of one full recalculation and entity rebuild
per piston/place/break event. Tracked pistons that get moved are removed
from the visualization instead of being moved along.
Fixes#227
Numbering now comes directly from the vanilla resolver instead of a
custom breadth-first search, so the order matches the real move order
(including backtracking through slime/honey chains). The display of
more than 12 blocks is removed; a blocked piston is shown in red.
Refs: #158