Commit Graph
8 Commits
Author SHA1 Message Date
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 3e76dfba34 More tweaking on id stuffs at worldload 2013-12-18 11:15:03 -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 2aaaeba15e ID loading from the server save now works. 2013-12-09 21:36:49 -05:00
Christian 9c96a0a10a More network stuff, partially done id syncing. 2013-12-09 01:22:24 -05:00
Christian 9f928963f2 A network design I like. It uses the netty embedded channel to allow mods to build channel pipelines on top of
custom payload packets.
2013-12-06 03:11:03 -05:00