Merged together the different changes we had made to Transdimensional
Trapdoors. Cleaned up the rendering and tile entity code a bit, it
should be a little more understandable now.
Modifed the RiftFX classes so that their particles have noClip = true.
This avoids rifts spamming the collision events of other blocks,
including dimensional doors, and it should improve the performance of DD
a little.
Fixed the issue with integrated servers causing circular updates between
the combined server and client. We now check on the client side whether
the connection we're receiving data from is a memory connection (which
is presumably only used by integrated servers). If so, the client
ignores any incoming packets. We don't just disable update events
altogether because LAN games will require updating remote clients.
Also fixed a bug in PocketManager.unload() - we weren't setting isLoaded
to false after unloading everything and unregisterPockets() had to be
called before setting dimensionData to null.
Finished implementing all the packet handling code. It could be improved
in the future to compress the initial packet sent to clients. With this,
the code is complete enough to run! Commands have not been fixed yet but
that will come in the future.
Started rewriting our packet handling code. Deleted PacketHandler in
favor of using sided (Server-, Client-) packet handlers to make it
easier to follow what's going on in our code. Added some event-based
handling of updates which greatly simplified signaling that data needs
to be sent, but it's not completely done yet.
Moved tile entity classes to a separate package. Renamed some block
classes to match their in-game names (e.g. ChaosDoor -> UnstableDoor).
Moved TransientDoor to the blocks package. Cleaned up a little bit of
the code and automatically updated references to the classes that were
modified.
More cleaning up errors and code. There were a lot of things that needed
simplifying. Rather than fix the 3 or 5 copies of the same function
throughout the code, I made an effort to use the same function and
delete its copies.
Created the BaseItemDoor class to hold all the basic door item methods
that don't vary between types. That helped cut down on fixing things.
Also renamed the door item classes to match their in-game names.
There is still a ton of duplicate code out there.
Continued fixing things across various classes to make them work with
our new core classes. I've also cleaned up indentation and random code
snippets along the way.
Replaced several core classes from DD with new classes to enforce
integrity checks. Rewriting everything that depended on those classes is
a massive undertaking but it should simplify our code and prevent the
many bugs we've seen lately. The rewrite isn't done yet, just committing
my progress so far.
Renamed MobObelisk to MobMonolith. Renamed LimboSkyProvider and
PocketProvider to have Xs at the ends of their names. This is temporary
so that I can change the name's capitalization. Windows considers the
names the same because it's file naming is case insensitive.
Moved CommonTickHandler into the ticking package in preparation for the
next change. Renamed CommandStartDungeonCreation to CommandCreatePocket,
since creation pockets of variable sizes will be its future role now
that it's not strictly necessary for exporting. Renamed
CommandEndDungeonCreation to CommandExportDungeon, since we no longer
have a dungeon creation process like before.
Moved all configuration variables from mod_pocketDim to DDProperties
(formerly DimDoorsConfig). Changed property names to be clearer in
config file, modified some comments, and generally cleaned up the config
file. Fixed some missing properties and variables that were reading from
the wrong properties. Modified the order in which mod_pocketDim
instantiated some of its static fields so that they would load after
properties are read. Almost all classes load after properties are read.
Fixed indentation across various files and replaced references to
properties in mod_pocketDim with references to DDProperties.