Christian
449ac98b77
SSP Worlds updating from 1.6 will now pop a warning message before loading, and will capture a timestamped
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zip file in the minecraft dir before starting to load. Allows for people to test updates.
2014-01-18 22:25:35 -05:00
Lex Manos
444a7d7fa1
Move placement of single player world load hook to fix NPEs.
2014-01-18 13:05:18 -08:00
Christian
7c5d62704a
Make UniqueIdentifier final and add a hashCode. Closes #348
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Clean up language registry. It can be used to access all translations of mods on client or server.
Auto loads from assets files.
2014-01-17 17:47:30 -05:00
Christian
53557dcd05
Put logging exception handlers on all channel inbounds. Fix problem with failure to login. Closes #350
2014-01-17 17:00:55 -05:00
Christian
9c96ca4402
Fire a custom packet channel registration/deregistration event, for any mods that care about that
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kind of thing
2014-01-16 19:45:42 -05:00
Christian
a429e106dd
Fix bug with SSP, and hook so we can do confirmation of world loading, as well as other things
2014-01-16 18:15:45 -05:00
Christian
dd17979a2f
Fix bukkit connectivity issue.
2014-01-16 14:58:28 -05:00
Christian
5da6dcc7e3
Divert connection through FML, so we can deny connections to servers that don't want us
2014-01-13 13:47:18 -05:00
Christian
d5bfd69e35
Fix problem with connecting to vanilla.
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SHOW what's modded and what's vanilla in the list. Hooks that make the blocking work to come
2014-01-06 23:48:53 -05:00
Christian
fbc1f8f6f9
Config GUIs in the modlist now work.
2014-01-02 11:51:16 -05:00
Christian
cdd9d92a4f
Starting work on the actual GUI. Still work to do. Needs an API.
2014-01-01 00:57:24 -05:00
Christian
22ba6fda5e
Expose the nethandler in a few places, and pull out FMLEmbeddedChannel, exposing a utility method on it.
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More to come.
2013-12-31 09:45:26 -05:00
Christian
061288909d
Fire simple network connect/disconnect gameevents.
2013-12-28 17:51:40 -05:00
Christian
268bbabee6
Fix handling world reloads when new stuffs are added
2013-12-26 12:42:40 -05:00
Christian
7d3b1250e8
Fix handshaking properly. Also, fix ID syncup. It now will completely freeze the idmap after preinit.
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This frozen map is used to inject "new" stuff into existing serverside worlds. Interesting sideeffect: remote
servers lacking things will change the client, to also LACK ids for those things. watch for -1 ids in your remap
events. Note: idmaps should be considered temporary per server instance. SERVERSTOPPED will restore "startup" state,
as will client logout.
2013-12-24 00:47:10 -05:00
Christian
32561265fc
Ticks, Player events, keybindings, all migrated to the new event driven system.
2013-12-16 23:18:00 -05:00
Christian
557357fe17
Update for log4j2
2013-12-16 11:47:48 -05:00
Christian
d0d31d9575
SpawnAdjustment packet. Clean up stuffs. No more compile errors.
2013-12-11 19:29:52 -05:00
Christian
ef492407ef
Entity spawning works.
2013-12-11 18:46:25 -05:00
Christian
fd36f50d82
Cleanups
2013-12-10 17:29:26 -05:00
Christian
f5c38e2359
OK, network channels appear to be working well for both dedi and integrated servers.
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The beginnings of the new mod structure too.
2013-12-06 14:52:33 -05:00
Christian
e544adba5c
More cleanup. Bidirectional server <-> client network works for mods as well as FML|HS now.
2013-12-06 11:17:40 -05:00
Christian
30d532f4fc
Pass 1: Most patches are restored.
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NOTES: 1. Network is completely broken. 2. GameRegistry is partially broken. 3. ID sync is not in.
2013-12-02 23:48:26 -05:00
Christian
4708d77c98
First pass : kill modloader, clean up warnings
2013-11-10 11:49:06 -05:00
Lex Manos
b52eb6d699
Step 2: The Reformation
2013-11-09 14:28:53 -05:00