Commit Graph
31 Commits
Author SHA1 Message Date
Christian 995c204338 Fix failing to load a world with missing mod blocks and items. There will be a way to force worlds to load
when stuff is missing, but for right now, it will fail as this is "world safe".
2014-02-08 22:37:40 -05:00
Christian c890206268 Try and handle removal of mods a bit better. Currently no way to allow a world which has missing
blocks to load - but i have the code in place to allow it i think.
2014-02-08 12:18:34 -05:00
Christian 79b04898d4 And restore suppressions. ABRAR, DON'T TIDY CODE!!!! 2014-01-20 08:09:02 -05:00
Christian 9d2e089df6 Merge branch 'logging' of github.com:AbrarSyed/FML into abrar-borked 2014-01-20 08:06:45 -05:00
Christian 3d26f28bcf Allow connection when server is apparently offline. Might allow :NOFML circumvention though. Hmmm. Closes #359 2014-01-20 07:46:17 -05:00
Christian 449ac98b77 SSP Worlds updating from 1.6 will now pop a warning message before loading, and will capture a timestamped
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
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
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
AbrarSyed fc025a7b73 Logging Changes 2014-01-11 16:43:14 +00:00
Christian d5bfd69e35 Fix problem with connecting to vanilla.
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.
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.
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.
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.
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