HashMapLOW
* Add a constructor for using an external lock.
* Add putIfAbsent.
DataManager
* Use playerDataMap.putIfAbsent, return the PlayerData instance that has
been there first.
This time the focus is on the utilities package.
Possibly used, but not really official API:
* Move block cache to a 'map' sub-package.
* Move RichBounds/RichEntity/Player-Location and TrigUtil to a location
sub-package.
Not really official API, likely not used:
* Move AttribUtil to compat, since it belongs there.
* Split off direction check methods to collision.CollisionUtil.
* Move static BlockCache methods to map.MapUtil.
* Move food related methods from CheckUtils to InventoryUtil.
* Move vehicle/passenger related methods from CheckUtils to
PassengerUtil.
Not breaking:
* Move IdUtil to commons.
* Add a way to stay updated about the latest registration state for a
class.
* Add a class for the registry.
* Let the registry log all registrations.
* Make super interfaces for LogManager (simple logging of
String/Throwable).
Missing:
* More streams (REGISTRY, PLAYER/CHECK_STATUS/EVENTS or just CHECKS at
least). Make status rather the plugin status. Registry could have an
extra file.
* More efficient IGenericInstanceHandle use (wrap + reference counting).
Directly following:
* Boat fly check based on VehicleUpdateEvent and fetching last pos.
* Implement a native access based provider for
EntityAccessLastPositionAndLook, after testing the reflection based one.
Likely following:
* Implement the same fly checks based on PlayerMoveEvent for horses and
pigs too, for the case server-side fly checking is disabled.
* Configurability for individual types of enbtities, at least a flag for
activation.
* Not sure if a fall-back to VehicleMoveEvent should be kept, setup
shouldn't be all too complicated.
This won't cover all effects of internal changes, some blocks might be
interpreted wrongly still, some shapes may have changed in an
incompatible way (e.g. skulls).
* Rename interfaces to I...
* Split off the statistics counting to accept/deny counters.
* Remove support for parent workarounds.
* Do use a testUse method for overriding in AbstractWorkaround.
* Add a stage counter to WorkaroundCountDown, for meta checks per stage.
* Extend/alter/implement default method signatures and interfaces.
Missing:
* Tests for the workaround package.
* Add a primary thread / moving checks registry instance.
* Add default sets and use in moving checks (primary thread only).
Untested, unused. Intentions are:
* Be able to count any use of workarounds.
* Confine workarounds to side conditions, such as 'use once until
conditions are reset' and/or 'only use once conditions are set'.
* Have per-player objects and (attached) global counters.
* (Might think of: disable workarounds by configuration.)
* Default order: order of first put (first put is first on iteration).
* Fix order being done right for all cases.
* Fix linking.
* Override clear.
* Add more tests.
This will preserve the order of debug messages sent from multiple
threads. As a side effect, this might be better for performance, given
that on constant input the logging task will stay registered, so there
is little overhead and the file-io is taken off the asynchronous packet
and chat handler threads.Hopefully the thread switching is less
expensive than the gain by not delaying chat/packet threads, in case of
servers with few cores. We might adapt the used policy later, based on
cores and/or config.
Can't implement "dumb" access order, because we will have to move
entries to the front with setting and altering data, but we don't want
the data to be changed every time get is called, e.g. with piston
tracking.
Efficiency could be increased, using the entry as reference instead of
duplicate calls with coordinates.
Splits CoordMap into interface, abstract hash map, implementations.
Sketch Linked version, hinting at access order, e.g. with
tracking piston effects with timeouts.
Missing:
* Implementation of a linked version.