- We just take care of wiping top inventory slots in CRAFTING-type inventory views (container inventories weren't causing the same issue)
- End-of-game teleport and state restoration shouldn't wipe your chat anymore either
PL has been completed, KO corrections.
There needed to be a trailing newline on the warhub sign localization or the plugin crashed when loading a lobby.
Adding metrics support via shading caused a unexpected break due to versions of shade being incompatible with older versions of maven. In theory, everyone should update to maven3 if possible. However, I would like to retain compatiblity for our older CI servers.
This commit adds localizations for the languages French, Korean, and Norwegian. Portuguese, Hungarian, and Polish are still a work-in-progress but they have been added. The languages German, Spanish, and Russian have been updated also.
War now collects statistics from servers running the plugin. The statistics are minimal. The goal is so the developers of the plugin can tell what areas they need to do more work in.
In addition to the default statistics collected by PluginMetrics, War sends the number of warzones and if certain plugins that War interfaces with are enabled.
To prevent your server from sending statistical data, set "opt-out" to "true" in plugins/PluginMetrics/config.yml.
Closes#716.
Warzones that previously used blockheads:false during the preview to get a properly colored hat now need to switch to blockheads:true for a hat. Old warzones that have blockheads:true will now have colored helmets instead of block heads.
Closes#528.
returns the code after the leaving of the zone. Not sure if it works.
Don't think it returns under all cases
Conflicts:
war/src/main/java/com/tommytony/war/Warzone.java
Instead of storing strutures in /dat/warzone-x/volume-y.sl3 anymore, they are stored in the main database file created for the warzone in /dat/warzone-x/volume-x.sl3. Tables is created for each structure, with the prefix being structure_HASH_. The HASH is a string hashCode run through a bitwise AND with Integer.MAX_VALUE, to prevent negative values from showing.
This is a step on the road to storing everything in a single database for the warzone. My plan is to eventually store warzone configuration in the database as well. In the ideal setup, there would be a table for teams, structure definitions, loadouts, and materials. Sadly, for configuration, we would most likely have to store teamcfg & zonecfg rules in a key-value table, unless @taoneill or @grinning has another idea.
I still need to do testing to make sure everything is backward-compatible. This conversion happens properly for nimitz-format zones and zones in the process of converting from degaulle format. When messing around earlier, I found that .txt configurations were broken due to numbered teams. I need to take a look at that. Most likely it is due to WarzoneTxtMapper not being maintained. The loader will probably have to be modified to load the new volumes and teams properly.
War now skips over saving Air blocks. Instead, the plugin loads all solid blocks back into the world and then sets each block to air that was not changed.
Benchmarks:
Warzone molecule
Block count 2,487,555
Speed 50,000 blocks per tick
Intel Core i7 @ 3.6 GHz * 8
Before:
File size 70 MB
Reset 23 seconds
Save 16 seconds
After:
File size 54 MB
Save 5 seconds
(no changes)
Reset 4.9 seconds
(set to air)
Reset 31.17 seconds
(set to stone)
Reset 18.23 seconds
- Container, sign, skulls, and more are not just a single column
- Compacting each warzone database after migration from schema v1 to v2 (to get disk space savings, but might take a while for large zones)
- Showing a few decimals on time value in zone reset messages instead of just showing "Reset in 0 seconds" all the time
This war config option, MAXSIZE, can be used to change the limit on war zone size. Some reasons for using this could be to have a very long war zone or to limit the size from being abused by your zone makers. Thanks to @Delgado804 for the idea.
Warzone now contains a few new methods to make adding and removing players from the zone easier. This was made in response to every join mechanism having to rewrite the same ~25 lines of code to handle adding players to a team. This was also done to replace the even more bulky code used to return stolen structures.
This also removes a few unused jobs as I am trying to transition away from them, as they don't really help if they are not being used for async tasks, batches, or timers.
A better way of managing teleports at the end of a game or when leaving normally has been added.