Chunks encoded while the hull was filled as hidden contain obfuscated
blocks that become visible after initialize, and no block update is
generated for them. Reload the team's extend region for all players
that cannot see the hull.
Stripping ids of hidden entities left ghost entities on clients once
the entity became visible and was later removed. Removing an unknown
entity id is harmless, so the packet is passed through.
Spectators hid HiddenBlocks in the whole arena for block updates, but
full chunk packets outside both extend regions were sent unfiltered, so
the same blocks were hidden or visible depending on the packet type.
Hidden regions are now a list: spectators hide both team extend
regions, team members the opposite one. Block checks and the per-chunk
bypass use the same regions, so everything outside the extend regions
is visible and unfiltered.
AccessPrivilegeProvider#forPlayer returns a PlayerAccess that resolves
the player's hidden region once. TechHider creates it once per outer
packet (shared across bundle sub-packets) and passes it to every
processor, so all decisions within a packet are consistent and the
region/referee lookup no longer runs per block on the netty thread.
getHiddenRegion looked the player up in FightTeam.players twice (team,
then FightPlayer) on netty threads. A concurrent reset or removePlayer
made the second lookup return null, the NPE was swallowed by the global
filter and the packet was dropped. Resolve the FightPlayer once and
derive team and canEntern from it.
The processor for ClientboundEntityEventPacket used getEventId(), the
status byte (2 = hurt, 3 = death, ...), as the entity id. Events of
hidden entities therefore passed the filter, and events of visible
entities could be dropped when an unrelated hidden entity had the same
id. Use the entityId field instead.
Hull kept a set of affected players that was only filled by a join
listener active in the Schem states, so spectators joining earlier were
never hidden from the hull. The set was also a plain HashSet read on
netty threads, where a racing lookup meant "not hidden".
Invert it into a concurrent set of viewers (referees, own team, boarded
players); everyone else is hidden by default.
- Hull: viewer UUID set with addViewer/removeViewer/forgetViewer, a
null player counts as hidden
- Hull: entities are hidden/shown when they enter/leave the hull for all
non-viewer online players; uncovered blocks go to non-viewers
- HullHider: join/quit handled in a listener active in every state; quit
clears the viewer entry
- HullHider: TeamDeathEvent re-hides the enemy hull and resends its chunks
- FightPlayer: stop the enter countdown before firing TeamDeathEvent so
listeners see canEntern() == false
Commands ending in a String... parameter are treated as help commands.
When such a command failed with an @ErrorMessage (e.g. /msg or /kick
with an offline player), the generic help matched next, printed the
usage and the collected error was never shown.
Stop before generic help (noTabComplete) if an earlier help command
already collected errors, and print those instead.
- Mark the receiver's default channel with a green icon
- Show the TeamChat icon in yellow, all other channel icons in gray
- Use the rank prefix and rank color for sender names in TeamChat and
ServerTeamChat, like in the global chat
The line no longer needs start, middle and end parts that were moved
around the player. It is one display that is visible for a player as soon
as any chunk the line passes through is in their view distance.
REntity#canView now receives the chunk positions of player and entity.
Entities now decide per player whether they are visible. REntity defaults
to the player view radius, RDisplay derives it from its viewRange (1 = 64
blocks) capped at the client view distance, so values like Float.MAX_VALUE
stay cheap. Changing the viewRange re-evaluates the viewers. Fixes#488
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.
/bau delete only removed the world folder. The checkpoint of the build
server stayed in place, so the next start restored the old JVM state
against a freshly copied world (superflat world, plugins inactive).
Extract ServerStarter#checkpointDir and delete the checkpoint together
with the world.
Fixes#438
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
Send ClientboundEntityPositionSyncPacket instead of the teleport packet so
relative moves keep working afterwards, and pass rotation in degrees.
Pass the velocity unscaled to Vec3 instead of pre-multiplying by 8000.
Fixes#247
PacketProcessor passes Bukkit EquipmentSlots to REntity#setItem, which cast
them to the NMS EquipmentSlot. Take the Bukkit slot and map it to the NMS
slot when building the equipment packet.
RPlayer requests the skin asynchronously, so the first tab list packet is
usually sent without textures and viewers already in range kept the default
skin. Re-send despawn/delist/list/spawn to the current viewers once the
skin response is received.
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
Clicking the team prefix in the global/local chat or an event team
prefix in the fight chat puts /team info <shorthand> into the chat
input; the hover explains the click.
Writing /global <text> on a fight server shows the global chat until
the player leaves the server or runs /chat global leave, without
changing the default channel.
/chat arenas join|leave lets moderators read the fight and team chats
of every arena and event spectate server; the choice is saved across
relogs. /chat <arena> leave excludes a single arena for the session.
- Shared send-or-switch helper for /global, /local, /tc and /stc
- Shared helpers for "is on server" and the player's current local
channel
- Read fight infos from TablistManager instead of keeping a second map
- /chat resolves fight servers (arenas and spectate servers) by name in
one place
- Reuse the global and participant formats instead of identical keys
- '+' from a spectator on a fight server stays in the fight chat
- Event spectate servers (static servers with a spectate port) use a
local fight chat by default and hide the global chat like arenas