36e197e2a9
Move more session logic out of Player
2018-07-18 12:48:58 +01:00
4d1e2d1b3a
Rename SourceInterface -> NetworkInterface
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SourceInterface doesn't make sense really...
2018-07-18 11:03:21 +01:00
965f0d670d
Improve documentation of SourceInterface and AdvancedSourceInterface
2018-07-18 11:01:16 +01:00
bc9a387b0b
Fixed merge error
2018-07-17 18:46:27 +01:00
df3870a112
Merge branch 'release/3.2'
2018-07-17 18:35:43 +01:00
527d8e9374
Merge branch 'release/3.1' into release/3.2
2018-07-17 18:35:16 +01:00
c1c70a8a98
move up a version
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pushing this back to 3.2 so that we can make space for MCPE 1.5 line as 3.1.
2018-07-17 18:34:55 +01:00
45d30d53cc
back to dev
2018-07-17 18:33:36 +01:00
cfc8dfa369
disable dev flag
2018-07-17 18:21:02 +01:00
93a2f397c6
Merge branch 'mc-broken-ed-1.5' into release/3.1
2018-07-17 18:13:06 +01:00
62fc875cdc
bump version
2018-07-17 18:12:49 +01:00
58b665985e
back to dev
2018-07-17 18:09:24 +01:00
0f5c48e342
Disable dev flag for release
2018-07-17 16:59:00 +01:00
f47d6ee683
Merge branch 'release/3.1'
2018-07-17 16:57:08 +01:00
b7f15b6574
Merge branch 'release/3.0' into release/3.1
2018-07-17 16:56:57 +01:00
08ad5db05b
Config: remove useless switch cases
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CNF is the same type as PROPERTIES (it's an alias) so these cases are useless.
2018-07-17 16:56:47 +01:00
73afa22f50
Merge branch 'release/3.1'
2018-07-17 14:53:03 +01:00
b480c63060
Fixed ItemFactory::fromString() meta handling bug introduced by 71c3c34976
2018-07-17 14:46:08 +01:00
f6b54f5116
Server: don't create levels inside catch-all
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Under normal circumstances, none of the boxed code will throw exceptions. Under exceptional circumstances, the caller should know about it. Usually the caller is the server. We don't want to catch unexpected exceptions because those should crash the server and generate a crashdump.
2018-07-17 12:18:46 +01:00
89bfc380e3
Merge branch 'release/3.0' into release/3.1
2018-07-17 12:14:33 +01:00
94e8623c75
Server: account for default provider being missing
2018-07-17 12:14:26 +01:00
ddc118a562
Merge branch 'release/3.1'
2018-07-17 12:02:33 +01:00
ad1cf38c21
LevelProviderManager: tighten up checks on registering
2018-07-17 12:02:08 +01:00
5d769147ca
LevelProviderManager: make addProvider() throw InvalidArgumentException instead of LevelException
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LevelException is not useful because it's too generic.
2018-07-17 12:02:08 +01:00
1f023bdcef
Merge branch 'release/3.1'
2018-07-17 10:13:00 +01:00
6f00a30ad7
Merge branch 'release/3.0' into release/3.1
2018-07-17 10:12:52 +01:00
b4bf6901e3
Server: remove useless try/catch around Query event firing
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this doesn't raise any exceptions, and if it causes Errors to be thrown, those are defects that should be fixed. A catch-all is a bad thing.
2018-07-17 10:10:28 +01:00
921f7e8f6a
Level: remove useless check from populateChunk()
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this is already checked at the top of the function.
2018-07-16 17:36:36 +01:00
71c3c34976
ItemFactory: prepare for handling items with negative IDs
2018-07-16 13:24:12 +01:00
16c253d7a9
Item: allow negative IDs
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this will be needed in the future for extended blocks support.
2018-07-16 12:46:16 +01:00
70f874a559
Merge branch 'release/3.1'
2018-07-16 12:08:29 +01:00
7efe767f1f
Merge branch 'release/3.0' into release/3.1
2018-07-16 12:08:22 +01:00
710e1d014d
Entity: fixed 0-length motion vectors being passed to move()
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this was an interesting bug.
This was discovered by making a projectile's drag 0, making its gravity a factor of its throw force (such that force / gravity = integer value), and then throwing it directly up. At the apex, an error would occur due to trying to do a ray trace with a zero vector.
This also led me to realize that there's an edge case in the current movement system - if an entity's motion reaches 0, it will stop getting movement updates. This can be undesirable when things such as gravity cause motion to become zero when throwing a projectile directly upwards. This will need to be fixed separately.
2018-07-16 12:08:13 +01:00
e502280b20
Merge branch 'release/3.1'
2018-07-14 19:28:47 +01:00
2e18fe710c
MemoryManager: Shut down idle workers during GC to reclaim memory
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workers can be a major memory hog, especially if you have lots of them.
2018-07-14 18:07:37 +01:00
165aac1ba3
Merge branch 'release/3.0' into mc-broken-ed-1.5
2018-07-14 16:09:57 +01:00
4962d9df97
Merge branch 'release/3.1'
2018-07-14 16:06:08 +01:00
878dd3b842
Merge branch 'release/3.0' into release/3.1
2018-07-14 16:06:02 +01:00
7fc22d3227
Entity: fixed setNameTagAlwaysVisible()
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mojang >.<
this doesn't fix the problem of invisibility making nametags hidden though.
2018-07-14 16:05:46 +01:00
340de1c478
Merge branch 'release/3.1'
2018-07-14 11:57:32 +01:00
478a131aa5
Flat: separate logic of parsing preset and generating base chunk
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now always generates the base chunk on init, because the generator won't be created unless there is generation to be done.
2018-07-14 11:51:49 +01:00
53068caf3c
Level: Only register generators when attempting to actually generate chunks
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This saves a ton of memory on servers which don't generate any chunks during their runtime (which is most servers).
2018-07-14 11:34:55 +01:00
fbbb6f3beb
Merge branch 'release/3.1'
2018-07-14 10:39:34 +01:00
fe7ad7a5b3
Merge branch 'release/3.0' into release/3.1
2018-07-14 10:39:28 +01:00
7bfe487ee5
ConcretePowder: fixed a missed usage of Block::get()
2018-07-14 10:35:05 +01:00
25022b3144
Merge branch 'release/3.1'
2018-07-13 12:38:41 +01:00
24f749a933
Merge branch 'release/3.0' into release/3.1
2018-07-13 12:36:10 +01:00
d8cf835f92
BlockFactory: better handling for dodgy IDs
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I thought I'd already dealt with this, but it seems not.
2018-07-13 12:31:22 +01:00
65e44364e5
Added some debug for raw packets and Query handling
2018-07-13 10:07:11 +01:00
599a64c80c
Merge branch 'release/3.1'
2018-07-12 19:32:14 +01:00