md_5
a179158f34
Fix metrics, I hope.
2013-02-24 13:57:54 +11:00
Aikar
8237774639
Try new way of handling maps in frames
2013-02-24 13:37:20 +11:00
md_5
1bd64e3e7a
Use native Java ciphers in favour of BouncyCastle. Cookie to whoever can try and use the native byte buffer backing the Netty buffers for encryption / decryption.
2013-02-24 12:38:41 +11:00
md_5
d95c162605
Fix NPE on start
2013-02-24 12:19:34 +11:00
md_5
7baf714b5d
Tweaks + extra config concerning the network subsystem
2013-02-24 12:01:33 +11:00
md_5
0c82f07a42
Pop Netty patch to the top.
2013-02-24 11:31:54 +11:00
Keir Nellyer
9d8bd67e07
Make restart more reliable
2013-02-24 11:30:30 +11:00
md_5
f7687b0c20
[[Experimental]] Rewrite Watchdog thread / crash detector.
2013-02-24 11:25:38 +11:00
md_5
421ce6cf7d
Prepare for restart / crash detection rewrite.
2013-02-24 11:25:01 +11:00
md_5
6e73bed17b
Start metrics only once
2013-02-23 09:59:26 +11:00
md_5
aa42a15d01
Rerwrite the metrics code to be closer to the Bukkit version.
2013-02-23 08:58:55 +11:00
md_5
125729df15
Remove TagAPI patches.
2013-02-22 19:30:23 +11:00
md_5
d08be2dbc9
Add highPriorityQueue
2013-02-22 19:29:36 +11:00
md_5
bca23f750e
Allow provisionally disabling chunk GC
2013-02-22 19:11:59 +11:00
shakytom
274a38539d
Improved tile entity lookup for chunk sending
...
We already have direct access to the chunks tile entities, there is no reason to look them up again.
2013-02-21 00:40:48 -06:00
Mike Primm
afba75b6cb
Optimize getTileEntities
...
Avoid traversing tile entities for every loaded chunk
2013-02-21 00:40:28 -06:00
md_5
f64b42a456
TagAPI won't load anyway - no need to manually disable it.
2013-02-20 20:20:27 +11:00
md_5
069706b11b
Implement the rest of TagAPI
2013-02-20 19:08:43 +11:00
SuPaH sPii
52dc8edc39
Fix falling sand entities with orebfuscator.
2013-02-20 12:04:22 +11:00
md_5
55f1b26ae2
This is what I call the balancing game - use 2 NIO threads
2013-02-20 07:34:18 +11:00
Aikar
d1070f3cdb
Remove extra chunkGC call left over after CraftBukkit merge
2013-02-20 07:29:18 +11:00
Aikar
8fa6448620
Fix logic error with living entity collision reduction.
...
The previous version missed the entire point of the change and made it only skip collision on NON living entities... which is not often at all.
It was meant to only Skip Living->Living, or else we won't get any gain...
2013-02-20 07:28:58 +11:00
md_5
3f62bda4a9
Name that thread too
2013-02-19 20:30:26 +11:00
md_5
1dd5a318d7
Dont disable tagAPI for now
2013-02-19 20:28:30 +11:00
md_5
ad40d85a05
Few fixes, tweaks for Netty
2013-02-19 19:38:18 +11:00
md_5
a89be1da7d
Implement TagAPI into Spigot - much more efficient and only a dozen lines of code.
2013-02-19 18:30:34 +11:00
md_5
fe20a581bc
Change field name for backwards support
2013-02-19 18:01:42 +11:00
md_5
1b070c62c6
Oops
2013-02-18 18:30:25 +11:00
md_5
d948300c35
Bit nicer for TagAPI
2013-02-18 17:46:31 +11:00
md_5
6546568a17
Move protocol lib threads around - and reduce netty threads a lot.
2013-02-17 20:47:27 +11:00
md_5
fb324452c2
Update to actually compile with netty beta
2013-02-17 20:15:48 +11:00
md_5
b92c8190a2
Use correct depend
2013-02-17 20:10:50 +11:00
md_5
7ae39f39cb
Use release Netty to avoid performance regressions.
2013-02-17 20:06:57 +11:00
md_5
4f6246addd
Handle vanished players in tab list
2013-02-17 17:31:52 +11:00
md_5
57e025bb17
Use more threads for netty to help with lag.
2013-02-17 16:35:11 +11:00
md_5
e942bf6641
Use tab list name to prevent duplicates.
2013-02-16 19:46:56 +11:00
md_5
c83471b860
Keep a definsive copy of players for entity activation
2013-02-16 19:46:08 +11:00
md_5
60b7ce9918
Use vanilla method - just with toggle
2013-02-16 19:05:26 +11:00
md_5
ecf56eb38f
Allow to occasionally send tab list updates
2013-02-16 17:56:39 +11:00
md_5
d9639eb91d
Use a compression level of 4 for chunk packets
2013-02-16 13:33:46 +11:00
md_5
1999f357bc
And chests...
2013-02-16 10:24:25 +11:00
md_5
c79ce8ec88
Don't use ender chests or stone as hiding materials
2013-02-16 10:19:31 +11:00
SuPaH sPii
41c3037566
Add engine mode 2
2013-02-16 10:13:00 +11:00
md_5
5bfd44a991
Make map send speed configurable.
2013-02-15 18:34:42 +11:00
md_5
5e025e3b9f
Please don't spam console every ping.
2013-02-15 18:25:53 +11:00
md_5
44e5fd627f
Remove extra disconnect info - confuses people into thinking something is wrong
2013-02-14 17:33:09 +11:00
md_5
3bbde30ab0
Remove locking in favour of a volatile state variable.
2013-02-13 18:07:26 +11:00
md_5
58689d2251
Break packet reading into states to reduce object churn.
2013-02-13 18:06:03 +11:00
md_5
38fce03c91
Reorder check for isEmpty, on a ConcurrentLinkedQueue its
...
more expensive than would appear.
2013-02-12 16:29:15 +11:00
md_5
e68c3ad981
Switch back to unbounded queue.
2013-02-12 16:23:43 +11:00