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Network/backend rewrite (1/?) #116
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…hen they can't get placed on the server
2xsaiko
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Network/backend rewrite (1/?)
[WIP] Network/backend rewrite (1/?)
Dec 26, 2017
2xsaiko
changed the title
[WIP] Network/backend rewrite (1/?)
Network/backend rewrite (1/?)
Dec 26, 2017
amadornes
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Jan 2, 2018
2xsaiko
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Feb 12, 2018
* network rewrite (broken) * It kinda works now? * Only a few bugs remain! * This seems to work reasonably well? * Removed placement hack so that parts don't get placed on the client when they can't get placed on the server * Inconsistencies are bad * Re enable sorting optimization * That message was a bit confusing
amadornes
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Feb 27, 2018
* Fix waila crash closes #92 (#97) * Fix major part placement issues * Copy-paste Forge's BlockEvent.PlaceEvent code for multiparts. Fixes #85... I hope * Hopefully fixed issue with NPEs in MultipartHelper * Oops... that wasn't supposed to be left in... * Fix redstone interaction crashes Not sure why these weren't a thing in the past, or whether redstone is being stupid now, but this should fix them * Prevent crash when requesting a part from a null slot * Properly notify neighbors of updates * Hopefully fixed issues with parts not being aware of their world when converting from a standalone block * Fixed yet another hidden bug - thanks Algo! * Fix #100 (#104) * fix #106 by making sure the part is added prior to handling the update tag (#107) * Fix #101 (#105) * Fix #101 * Added canPlacePartOnSide and canPlacePartAt to IMultipart * Made canPlacePartAt check Block's methods Added canPlaceBlockOnSide check to stack wrapper Pass IPartSlot to canPlacePartOnSide * Fix TEs not getting their IPartInfo set when turned into a multipart * Implement onEntityCollidedWithBlock (needed for BC compat: Obsidian Pipes) (#108) * This should be executable! (#109) * canPlaceBlockAt() checks if the block is replacable. We don't wnat this for multiparts. Whoops -_- (#113) * add check if player can destroy the block (#111) * Allow special getSelectedBoundingBox handling (#110) * Fix #112 (#114) * Fix #112 * Rewrote it to use MethodHandles instead of reflection * Network/backend rewrite (1/?) (#116) * network rewrite (broken) * It kinda works now? * Only a few bugs remain! * This seems to work reasonably well? * Removed placement hack so that parts don't get placed on the client when they can't get placed on the server * Inconsistencies are bad * Re enable sorting optimization * That message was a bit confusing * Fix multiparts not rendering, an error when breaking Mekanism cables, and a name change
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This is a pretty big change which should reduce the amount of data sent by sending all chunk changes in a single packet, which allows for further optimisation (only sending block pos once per block, for example). All part changes get stored in a change list (1 per chunk) which gets flushed at the end of the tick. (See #48)
Also, a lot of the code in TileMultipartContainer has been refactored/redone to reduce bugs and reduce duplicate code.
This is also a prerequisite for #57.