The fallback server chosen when a server goes down is now chosen based on SubServers' confidence that the server can recieve the player in question.
If there is a tie, the first server to achieve a high score is chosen. Servers meeting these requirements will get the highest score currently possible:
-> Fallback servers should not be white-listed (`Restricted: false`)
-> Fallback servers should be visible (`Hidden: false`)
-> Fallback subservers should be running
-> SubServers trusts that fallback servers connected to SubData are online
Stop Actions will is the replacement for both the Auto Restart and Temporary flags. To define that the server should restart on stop, use the RESTART keyword. To get the same result that you would get using the temporary flag, use the REMOVE_SERVER keyword.
Additionally, there is now a DELETE_SERVER keyword. This keyword does the same thing as the REMOVE_SERVER keyword, except it deletes the directory on the server ran from.
If you would like nothing special to happen when the server stops, use the NONE keyword.
This is a change to how packets are transferred; the API has not been changed.
While the difference may be unnoticable when using unencrypted packets, because of MessagePack's compact size and better handling of byte values encrypted packets should transfer faster.
The Download group of packets was in desperate need for a restructuring.
Now, instead of using `DownloadServerList` to list everything, different object types now are downloaded through their own seperate packets. (Improving network efficiency)
The proxies section of the list command now functions like the rest. You can hover over proxies in-game to get more status information on them.
The colors shown are as follows:
Green (Optimal): Proxy is connected to both Redis and SubData
Blue (Available): Proxy is connected to SubData only
White (External): Proxy is connected to Redis only
Red (Disabled): Proxy is offline
- Proxies connected to Redis are downloaded on startup/reload
- Named proxies are no longer removed on disconnect
- Proxies now show up in `/sub list`
- Proxies now have Add/Remove events in the API
- Proxies are included in the response of the `DownloadServerList` packet
This was a change I made to the Lang API a while back, and now it has made it's way into SubData.
Packets are now tied to channels (`n`) and then handles (`h`) within those channels.
This version of SubServers.Client has the same features as the Bukkit version, minus the chest interface.
This feature may be added in the future once the documentation surrounding chest interfaces becomes more thorough.
SubServers.Bungee & SubServers.Host now use the more standardised build signature system when deciding on if it should update SubServers.Client. This means it can also differentiate two snapshot builds of the same version from eachother.
Spigot 1.13 has a compatabilty layer for old bukkit names, this will allow you to take advantage of that.
1.12: `bukkit:grass` -> `minecraft:grass`
1.13: `bukkit:grass` -> `minecraft:grass_block`
1.13: `grass` -> `minecraft:grass`
Simple requests like those used to list hosts or servers shouldn't require messing around trying to keep up with the SubData Direct protocol. It should be easy, right?
Now, SubAPI includes methods simalar to those seen in SubServers.Bungee for accessing data for Hosts, Servers, SubServers, Proxies, & Players easily. Requests the SubData Packet API is already capable of making will be included as methods in these variables.
These are optional changes to SubCreator's Scripts that are intended to improve compatability. To get these changes, remove your Templates folder for it to be regenerated upon startup.
All builds of commonly updated SubServers apps are now auto-signed with a unique Snapshot ID simalar to the ones Mojang uses. This will replace the beta version number for unreleased builds.