This commit is contained in:
Ryan Hamshire
2012-11-07 17:36:25 -08:00
parent 6632af96df
commit e09a6732ba
12 changed files with 8839 additions and 8696 deletions
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@@ -1,189 +1,215 @@
/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import java.util.Calendar;
import java.util.Random;
import org.bukkit.Chunk;
import org.bukkit.World;
//FEATURE: automatically remove claims owned by inactive players which:
//...aren't protecting much OR
//...are a free new player claim (and the player has no other claims) OR
//...because the player has been gone a REALLY long time, and that expiration has been configured in config.yml
//runs every 1 minute in the main thread
class CleanupUnusedClaimsTask implements Runnable
{
int nextClaimIndex;
CleanupUnusedClaimsTask()
{
//start scanning in a random spot
if(GriefPrevention.instance.dataStore.claims.size() == 0)
{
this.nextClaimIndex = 0;
}
else
{
Random randomNumberGenerator = new Random();
this.nextClaimIndex = randomNumberGenerator.nextInt(GriefPrevention.instance.dataStore.claims.size());
}
}
@Override
public void run()
{
//don't do anything when there are no claims
if(GriefPrevention.instance.dataStore.claims.size() == 0) return;
//wrap search around to beginning
if(this.nextClaimIndex >= GriefPrevention.instance.dataStore.claims.size()) this.nextClaimIndex = 0;
//decide which claim to check next
Claim claim = GriefPrevention.instance.dataStore.claims.get(this.nextClaimIndex++);
//skip administrative claims
if(claim.isAdminClaim()) return;
//get data for the player, especially last login timestamp
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(claim.ownerName);
//determine area of the default chest claim
int areaOfDefaultClaim = 0;
if(GriefPrevention.instance.config_claims_automaticClaimsForNewPlayersRadius >= 0)
{
areaOfDefaultClaim = (int)Math.pow(GriefPrevention.instance.config_claims_automaticClaimsForNewPlayersRadius * 2 + 1, 2);
}
//if he's been gone at least a week, if he has ONLY the new player claim, it will be removed
Calendar sevenDaysAgo = Calendar.getInstance();
sevenDaysAgo.add(Calendar.DATE, -7);
boolean newPlayerClaimsExpired = sevenDaysAgo.getTime().after(playerData.lastLogin);
//if only one claim, and the player hasn't played in a week
if(newPlayerClaimsExpired && playerData.claims.size() == 1)
{
//if that's a chest claim, delete it
if(claim.getArea() <= areaOfDefaultClaim)
{
claim.removeSurfaceFluids(null);
GriefPrevention.instance.dataStore.deleteClaim(claim);
//if in a creative mode world, delete the claim
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
GriefPrevention.instance.restoreClaim(claim, 0);
}
GriefPrevention.AddLogEntry(" " + claim.getOwnerName() + "'s new player claim expired.");
}
}
//if configured to always remove claims after some inactivity period without exceptions...
else if(GriefPrevention.instance.config_claims_expirationDays > 0)
{
Calendar earliestPermissibleLastLogin = Calendar.getInstance();
earliestPermissibleLastLogin.add(Calendar.DATE, -GriefPrevention.instance.config_claims_expirationDays);
if(earliestPermissibleLastLogin.getTime().after(playerData.lastLogin))
{
GriefPrevention.instance.dataStore.deleteClaimsForPlayer(claim.getOwnerName(), true);
GriefPrevention.AddLogEntry(" All of " + claim.getOwnerName() + "'s claims have expired.");
}
}
else
{
//if the player has been gone two weeks, scan claim content to assess player investment
Calendar fourteenDaysAgo = Calendar.getInstance();
fourteenDaysAgo.add(Calendar.DATE, -14);
boolean needsInvestmentScan = fourteenDaysAgo.getTime().after(playerData.lastLogin);
//avoid scanning large claims and administrative claims
if(claim.isAdminClaim() || claim.getWidth() > 25 || claim.getHeight() > 25) return;
//if creative mode or the claim owner has been away a long enough time, scan the claim content
if(needsInvestmentScan || GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
int minInvestment;
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
minInvestment = 400;
}
else
{
minInvestment = 200;
}
long investmentScore = claim.getPlayerInvestmentScore();
boolean removeClaim = false;
//in creative mode, a build which is almost entirely lava above sea level will be automatically removed, even if the owner is an active player
//lava above the surface deducts 10 points per block from the investment score
//so 500 blocks of lava without anything built to offset all that potential mess would be cleaned up automatically
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()) && investmentScore < -5000)
{
removeClaim = true;
}
//otherwise, the only way to get a claim automatically removed based on build investment is to be away for two weeks AND not build much of anything
else if(needsInvestmentScan && investmentScore < minInvestment)
{
removeClaim = true;
}
if(removeClaim)
{
GriefPrevention.instance.dataStore.deleteClaim(claim);
GriefPrevention.AddLogEntry("Removed " + claim.getOwnerName() + "'s unused claim @ " + GriefPrevention.getfriendlyLocationString(claim.getLesserBoundaryCorner()));
//if in a creative mode world, restore the claim area
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
GriefPrevention.instance.restoreClaim(claim, 0);
}
}
}
}
//toss that player data out of the cache, it's probably not needed in memory right now
if(!GriefPrevention.instance.getServer().getOfflinePlayer(claim.ownerName).isOnline())
{
GriefPrevention.instance.dataStore.clearCachedPlayerData(claim.ownerName);
}
//since we're potentially loading a lot of chunks to scan parts of the world where there are no players currently playing, be mindful of memory usage
//unfortunately, java/minecraft don't do a good job of clearing unused memory, leading to out of memory errors from this type of world scanning
if(this.nextClaimIndex % 20 == 0)
{
World world = claim.getLesserBoundaryCorner().getWorld();
Chunk [] chunks = world.getLoadedChunks();
for(int i = 0; i < chunks.length; i++)
{
Chunk chunk = chunks[i];
chunk.unload(true, true);
}
System.gc();
}
}
}
/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import java.util.Calendar;
import java.util.Random;
import java.util.Vector;
import org.bukkit.Chunk;
import org.bukkit.World;
//FEATURE: automatically remove claims owned by inactive players which:
//...aren't protecting much OR
//...are a free new player claim (and the player has no other claims) OR
//...because the player has been gone a REALLY long time, and that expiration has been configured in config.yml
//runs every 1 minute in the main thread
class CleanupUnusedClaimsTask implements Runnable
{
int nextClaimIndex;
CleanupUnusedClaimsTask()
{
//start scanning in a random spot
if(GriefPrevention.instance.dataStore.claims.size() == 0)
{
this.nextClaimIndex = 0;
}
else
{
Random randomNumberGenerator = new Random();
this.nextClaimIndex = randomNumberGenerator.nextInt(GriefPrevention.instance.dataStore.claims.size());
}
}
@Override
public void run()
{
//don't do anything when there are no claims
if(GriefPrevention.instance.dataStore.claims.size() == 0) return;
//wrap search around to beginning
if(this.nextClaimIndex >= GriefPrevention.instance.dataStore.claims.size()) this.nextClaimIndex = 0;
//decide which claim to check next
Claim claim = GriefPrevention.instance.dataStore.claims.get(this.nextClaimIndex++);
//skip administrative claims
if(claim.isAdminClaim()) return;
//track whether we do any important work which would require cleanup afterward
boolean cleanupChunks = false;
//get data for the player, especially last login timestamp
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(claim.ownerName);
//determine area of the default chest claim
int areaOfDefaultClaim = 0;
if(GriefPrevention.instance.config_claims_automaticClaimsForNewPlayersRadius >= 0)
{
areaOfDefaultClaim = (int)Math.pow(GriefPrevention.instance.config_claims_automaticClaimsForNewPlayersRadius * 2 + 1, 2);
}
//if he's been gone at least a week, if he has ONLY the new player claim, it will be removed
Calendar sevenDaysAgo = Calendar.getInstance();
sevenDaysAgo.add(Calendar.DATE, -GriefPrevention.instance.config_claims_chestClaimExpirationDays);
boolean newPlayerClaimsExpired = sevenDaysAgo.getTime().after(playerData.lastLogin);
//if only one claim, and the player hasn't played in a week
if(newPlayerClaimsExpired && playerData.claims.size() == 1)
{
//if that's a chest claim and those are set to expire
if(claim.getArea() <= areaOfDefaultClaim && GriefPrevention.instance.config_claims_chestClaimExpirationDays > 0)
{
claim.removeSurfaceFluids(null);
GriefPrevention.instance.dataStore.deleteClaim(claim);
cleanupChunks = true;
//if configured to do so, restore the land to natural
if((GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()) && GriefPrevention.instance.config_claims_creativeAutoNatureRestoration) || GriefPrevention.instance.config_claims_survivalAutoNatureRestoration)
{
GriefPrevention.instance.restoreClaim(claim, 0);
}
GriefPrevention.AddLogEntry(" " + claim.getOwnerName() + "'s new player claim expired.");
}
}
//if configured to always remove claims after some inactivity period without exceptions...
else if(GriefPrevention.instance.config_claims_expirationDays > 0)
{
Calendar earliestPermissibleLastLogin = Calendar.getInstance();
earliestPermissibleLastLogin.add(Calendar.DATE, -GriefPrevention.instance.config_claims_expirationDays);
if(earliestPermissibleLastLogin.getTime().after(playerData.lastLogin))
{
//make a copy of this player's claim list
Vector<Claim> claims = new Vector<Claim>();
for(int i = 0; i < playerData.claims.size(); i++)
{
claims.add(playerData.claims.get(i));
}
//delete them
GriefPrevention.instance.dataStore.deleteClaimsForPlayer(claim.getOwnerName(), true);
GriefPrevention.AddLogEntry(" All of " + claim.getOwnerName() + "'s claims have expired.");
for(int i = 0; i < claims.size(); i++)
{
//if configured to do so, restore the land to natural
if((GriefPrevention.instance.creativeRulesApply(claims.get(i).getLesserBoundaryCorner()) && GriefPrevention.instance.config_claims_creativeAutoNatureRestoration) || GriefPrevention.instance.config_claims_survivalAutoNatureRestoration)
{
GriefPrevention.instance.restoreClaim(claims.get(i), 0);
cleanupChunks = true;
}
}
}
}
else if(GriefPrevention.instance.config_claims_unusedClaimExpirationDays > 0)
{
//if the player has been gone two weeks, scan claim content to assess player investment
Calendar earliestAllowedLoginDate = Calendar.getInstance();
earliestAllowedLoginDate.add(Calendar.DATE, -GriefPrevention.instance.config_claims_unusedClaimExpirationDays);
boolean needsInvestmentScan = earliestAllowedLoginDate.getTime().after(playerData.lastLogin);
//avoid scanning large claims and administrative claims
if(claim.isAdminClaim() || claim.getWidth() > 25 || claim.getHeight() > 25) return;
//if creative mode or the claim owner has been away a long enough time, scan the claim content
if(needsInvestmentScan || GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
int minInvestment;
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()))
{
minInvestment = 400;
}
else
{
minInvestment = 100;
}
long investmentScore = claim.getPlayerInvestmentScore();
cleanupChunks = true;
boolean removeClaim = false;
//in creative mode, a build which is almost entirely lava above sea level will be automatically removed, even if the owner is an active player
//lava above the surface deducts 10 points per block from the investment score
//so 500 blocks of lava without anything built to offset all that potential mess would be cleaned up automatically
if(GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()) && investmentScore < -5000)
{
removeClaim = true;
}
//otherwise, the only way to get a claim automatically removed based on build investment is to be away for two weeks AND not build much of anything
else if(needsInvestmentScan && investmentScore < minInvestment)
{
removeClaim = true;
}
if(removeClaim)
{
GriefPrevention.instance.dataStore.deleteClaim(claim);
GriefPrevention.AddLogEntry("Removed " + claim.getOwnerName() + "'s unused claim @ " + GriefPrevention.getfriendlyLocationString(claim.getLesserBoundaryCorner()));
//if configured to do so, restore the claim area to natural state
if((GriefPrevention.instance.creativeRulesApply(claim.getLesserBoundaryCorner()) && GriefPrevention.instance.config_claims_creativeAutoNatureRestoration) || GriefPrevention.instance.config_claims_survivalAutoNatureRestoration)
{
GriefPrevention.instance.restoreClaim(claim, 0);
}
}
}
}
//toss that player data out of the cache, it's probably not needed in memory right now
if(!GriefPrevention.instance.getServer().getOfflinePlayer(claim.ownerName).isOnline())
{
GriefPrevention.instance.dataStore.clearCachedPlayerData(claim.ownerName);
}
//since we're potentially loading a lot of chunks to scan parts of the world where there are no players currently playing, be mindful of memory usage
if(cleanupChunks)
{
World world = claim.getLesserBoundaryCorner().getWorld();
Chunk [] chunks = world.getLoadedChunks();
for(int i = 0; i < chunks.length; i++)
{
Chunk chunk = chunks[i];
chunk.unload(true, true);
}
}
//unfortunately, java/minecraft don't do a good job of clearing unused memory, leading to out of memory errors from this type of world scanning
if(this.nextClaimIndex % 10 == 0)
{
System.gc();
}
}
}
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package me.ryanhamshire.GriefPrevention;
public enum Messages
{
RespectingClaims, IgnoringClaims, SuccessfulAbandon, RestoreNatureActivate, RestoreNatureAggressiveActivate, FillModeActive, TransferClaimPermission, TransferClaimMissing, TransferClaimAdminOnly, PlayerNotFound, TransferTopLevel, TransferSuccess, TrustListNoClaim, ClearPermsOwnerOnly, UntrustIndividualAllClaims, UntrustEveryoneAllClaims, NoPermissionTrust, ClearPermissionsOneClaim, UntrustIndividualSingleClaim, OnlySellBlocks, BlockPurchaseCost, ClaimBlockLimit, InsufficientFunds, PurchaseConfirmation, OnlyPurchaseBlocks, BlockSaleValue, NotEnoughBlocksForSale, BlockSaleConfirmation, AdminClaimsMode, BasicClaimsMode, SubdivisionMode, SubdivisionDemo, DeleteClaimMissing, DeletionSubdivisionWarning, DeleteSuccess, CantDeleteAdminClaim, DeleteAllSuccess, NoDeletePermission, AllAdminDeleted, AdjustBlocksSuccess, NotTrappedHere, TrappedOnCooldown, RescuePending, NonSiegeWorld, AlreadySieging, NotSiegableThere, SiegeTooFarAway, NoSiegeDefenseless, AlreadyUnderSiegePlayer, AlreadyUnderSiegeArea, NoSiegeAdminClaim, SiegeOnCooldown, SiegeAlert, SiegeConfirmed, AbandonClaimMissing, NotYourClaim, DeleteTopLevelClaim, AbandonSuccess, CantGrantThatPermission, GrantPermissionNoClaim, GrantPermissionConfirmation, ManageUniversalPermissionsInstruction, ManageOneClaimPermissionsInstruction, CollectivePublic, BuildPermission, ContainersPermission, AccessPermission, PermissionsPermission, LocationCurrentClaim, LocationAllClaims, PvPImmunityStart, SiegeNoDrop, DonateItemsInstruction, ChestFull, DonationSuccess, PlayerTooCloseForFire, TooDeepToClaim, ChestClaimConfirmation, AutomaticClaimNotification, TrustCommandAdvertisement, GoldenShovelAdvertisement, UnprotectedChestWarning, ThatPlayerPvPImmune, CantFightWhileImmune, NoDamageClaimedEntity, ShovelBasicClaimMode, RemainingBlocks, CreativeBasicsDemoAdvertisement, SurvivalBasicsDemoAdvertisement, TrappedChatKeyword, TrappedInstructions, PvPNoDrop, SiegeNoTeleport, BesiegedNoTeleport, SiegeNoContainers, PvPNoContainers, PvPImmunityEnd, NoBedPermission, NoWildernessBuckets, NoLavaNearOtherPlayer, TooFarAway, BlockNotClaimed, BlockClaimed, SiegeNoShovel, RestoreNaturePlayerInChunk, NoCreateClaimPermission, ResizeClaimTooSmall, ResizeNeedMoreBlocks, NoCreativeUnClaim, ClaimResizeSuccess, ResizeFailOverlap, ResizeStart, ResizeFailOverlapSubdivision, SubdivisionStart, CreateSubdivisionOverlap, SubdivisionSuccess, CreateClaimFailOverlap, CreateClaimFailOverlapOtherPlayer, ClaimsDisabledWorld, ClaimStart, NewClaimTooSmall, CreateClaimInsufficientBlocks, AbandonClaimAdvertisement, CreateClaimFailOverlapShort, CreateClaimSuccess, SiegeWinDoorsOpen, RescueAbortedMoved, SiegeDoorsLockedEjection, NoModifyDuringSiege, OnlyOwnersModifyClaims, NoBuildUnderSiege, NoBuildPvP, NoBuildPermission, NonSiegeMaterial, NoOwnerBuildUnderSiege, NoAccessPermission, NoContainersSiege, NoContainersPermission, OwnerNameForAdminClaims, ClaimTooSmallForEntities, TooManyEntitiesInClaim, YouHaveNoClaims, ConfirmFluidRemoval, AutoBanNotify, AdjustGroupBlocksSuccess, InvalidPermissionID, UntrustOwnerOnly, HowToClaimRegex, NoBuildOutsideClaims, PlayerOfflineTime, BuildingOutsideClaims, TrappedWontWorkHere, CommandBannedInPvP, UnclaimCleanupWarning, BuySellNotConfigured, NoTeleportPvPCombat, NoTNTDamageAboveSeaLevel, NoTNTDamageClaims
}
package me.ryanhamshire.GriefPrevention;
public enum Messages
{
RespectingClaims, IgnoringClaims, SuccessfulAbandon, RestoreNatureActivate, RestoreNatureAggressiveActivate, FillModeActive, TransferClaimPermission, TransferClaimMissing, TransferClaimAdminOnly, PlayerNotFound, TransferTopLevel, TransferSuccess, TrustListNoClaim, ClearPermsOwnerOnly, UntrustIndividualAllClaims, UntrustEveryoneAllClaims, NoPermissionTrust, ClearPermissionsOneClaim, UntrustIndividualSingleClaim, OnlySellBlocks, BlockPurchaseCost, ClaimBlockLimit, InsufficientFunds, PurchaseConfirmation, OnlyPurchaseBlocks, BlockSaleValue, NotEnoughBlocksForSale, BlockSaleConfirmation, AdminClaimsMode, BasicClaimsMode, SubdivisionMode, SubdivisionDemo, DeleteClaimMissing, DeletionSubdivisionWarning, DeleteSuccess, CantDeleteAdminClaim, DeleteAllSuccess, NoDeletePermission, AllAdminDeleted, AdjustBlocksSuccess, NotTrappedHere, TrappedOnCooldown, RescuePending, NonSiegeWorld, AlreadySieging, NotSiegableThere, SiegeTooFarAway, NoSiegeDefenseless, AlreadyUnderSiegePlayer, AlreadyUnderSiegeArea, NoSiegeAdminClaim, SiegeOnCooldown, SiegeAlert, SiegeConfirmed, AbandonClaimMissing, NotYourClaim, DeleteTopLevelClaim, AbandonSuccess, CantGrantThatPermission, GrantPermissionNoClaim, GrantPermissionConfirmation, ManageUniversalPermissionsInstruction, ManageOneClaimPermissionsInstruction, CollectivePublic, BuildPermission, ContainersPermission, AccessPermission, PermissionsPermission, LocationCurrentClaim, LocationAllClaims, PvPImmunityStart, SiegeNoDrop, DonateItemsInstruction, ChestFull, DonationSuccess, PlayerTooCloseForFire, TooDeepToClaim, ChestClaimConfirmation, AutomaticClaimNotification, TrustCommandAdvertisement, GoldenShovelAdvertisement, UnprotectedChestWarning, ThatPlayerPvPImmune, CantFightWhileImmune, NoDamageClaimedEntity, ShovelBasicClaimMode, RemainingBlocks, CreativeBasicsDemoAdvertisement, SurvivalBasicsDemoAdvertisement, TrappedChatKeyword, TrappedInstructions, PvPNoDrop, SiegeNoTeleport, BesiegedNoTeleport, SiegeNoContainers, PvPNoContainers, PvPImmunityEnd, NoBedPermission, NoWildernessBuckets, NoLavaNearOtherPlayer, TooFarAway, BlockNotClaimed, BlockClaimed, SiegeNoShovel, RestoreNaturePlayerInChunk, NoCreateClaimPermission, ResizeClaimTooSmall, ResizeNeedMoreBlocks, NoCreativeUnClaim, ClaimResizeSuccess, ResizeFailOverlap, ResizeStart, ResizeFailOverlapSubdivision, SubdivisionStart, CreateSubdivisionOverlap, SubdivisionSuccess, CreateClaimFailOverlap, CreateClaimFailOverlapOtherPlayer, ClaimsDisabledWorld, ClaimStart, NewClaimTooSmall, CreateClaimInsufficientBlocks, AbandonClaimAdvertisement, CreateClaimFailOverlapShort, CreateClaimSuccess, SiegeWinDoorsOpen, RescueAbortedMoved, SiegeDoorsLockedEjection, NoModifyDuringSiege, OnlyOwnersModifyClaims, NoBuildUnderSiege, NoBuildPvP, NoBuildPermission, NonSiegeMaterial, NoOwnerBuildUnderSiege, NoAccessPermission, NoContainersSiege, NoContainersPermission, OwnerNameForAdminClaims, ClaimTooSmallForEntities, TooManyEntitiesInClaim, YouHaveNoClaims, ConfirmFluidRemoval, AutoBanNotify, AdjustGroupBlocksSuccess, InvalidPermissionID, UntrustOwnerOnly, HowToClaimRegex, NoBuildOutsideClaims, PlayerOfflineTime, BuildingOutsideClaims, TrappedWontWorkHere, CommandBannedInPvP, UnclaimCleanupWarning, BuySellNotConfigured, NoTeleportPvPCombat, NoTNTDamageAboveSeaLevel, NoTNTDamageClaims, IgnoreClaimsAdvertisement
}
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/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import org.bukkit.Chunk;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Animals;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Player;
//this main thread task takes the output from the RestoreNatureProcessingTask\
//and updates the world accordingly
class RestoreNatureExecutionTask implements Runnable
{
//results from processing thread
//will be applied to the world
private BlockSnapshot[][][] snapshots;
//boundaries for changes
private int miny;
private Location lesserCorner;
private Location greaterCorner;
//player who should be notified about the result (will see a visualization when the restoration is complete)
private Player player;
public RestoreNatureExecutionTask(BlockSnapshot[][][] snapshots, int miny, Location lesserCorner, Location greaterCorner, Player player)
{
this.snapshots = snapshots;
this.miny = miny;
this.lesserCorner = lesserCorner;
this.greaterCorner = greaterCorner;
this.player = player;
}
@Override
public void run()
{
//apply changes to the world, but ONLY to unclaimed blocks
//note that the edge of the results is not applied (the 1-block-wide band around the outside of the chunk)
//those data were sent to the processing thread for referernce purposes, but aren't part of the area selected for restoration
Claim cachedClaim = null;
for(int x = 1; x < this.snapshots.length - 1; x++)
{
for(int z = 1; z < this.snapshots[0][0].length; z++)
{
for(int y = this.miny; y < this.snapshots[0].length; y++)
{
BlockSnapshot blockUpdate = this.snapshots[x][y][z];
Block currentBlock = blockUpdate.location.getBlock();
if(blockUpdate.typeId != currentBlock.getTypeId() || blockUpdate.data != currentBlock.getData())
{
Claim claim = GriefPrevention.instance.dataStore.getClaimAt(blockUpdate.location, false, cachedClaim);
if(claim != null)
{
cachedClaim = claim;
break;
}
currentBlock.setTypeId(blockUpdate.typeId);
currentBlock.setData(blockUpdate.data);
}
}
}
}
//clean up any entities in the chunk, ensure no players are suffocated
Chunk chunk = this.lesserCorner.getChunk();
Entity [] entities = chunk.getEntities();
for(int i = 0; i < entities.length; i++)
{
Entity entity = entities[i];
if(!(entity instanceof Player || entity instanceof Animals))
{
entity.remove();
}
else
{
Block feetBlock = entity.getLocation().getBlock();
feetBlock.setType(Material.AIR);
feetBlock.getRelative(BlockFace.UP).setType(Material.AIR);
}
}
//show visualization to player
if(player != null)
{
Claim claim = new Claim(lesserCorner, greaterCorner, "", new String[] {}, new String[] {}, new String[] {}, new String[] {}, null);
Visualization visualization = Visualization.FromClaim(claim, player.getLocation().getBlockY(), VisualizationType.RestoreNature, player.getLocation());
Visualization.Apply(player, visualization);
}
}
}
/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import org.bukkit.Chunk;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Animals;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Hanging;
import org.bukkit.entity.Player;
//this main thread task takes the output from the RestoreNatureProcessingTask\
//and updates the world accordingly
class RestoreNatureExecutionTask implements Runnable
{
//results from processing thread
//will be applied to the world
private BlockSnapshot[][][] snapshots;
//boundaries for changes
private int miny;
private Location lesserCorner;
private Location greaterCorner;
//player who should be notified about the result (will see a visualization when the restoration is complete)
private Player player;
public RestoreNatureExecutionTask(BlockSnapshot[][][] snapshots, int miny, Location lesserCorner, Location greaterCorner, Player player)
{
this.snapshots = snapshots;
this.miny = miny;
this.lesserCorner = lesserCorner;
this.greaterCorner = greaterCorner;
this.player = player;
}
@Override
public void run()
{
//apply changes to the world, but ONLY to unclaimed blocks
//note that the edge of the results is not applied (the 1-block-wide band around the outside of the chunk)
//those data were sent to the processing thread for referernce purposes, but aren't part of the area selected for restoration
Claim cachedClaim = null;
for(int x = 1; x < this.snapshots.length - 1; x++)
{
for(int z = 1; z < this.snapshots[0][0].length; z++)
{
for(int y = this.miny; y < this.snapshots[0].length; y++)
{
BlockSnapshot blockUpdate = this.snapshots[x][y][z];
Block currentBlock = blockUpdate.location.getBlock();
if(blockUpdate.typeId != currentBlock.getTypeId() || blockUpdate.data != currentBlock.getData())
{
Claim claim = GriefPrevention.instance.dataStore.getClaimAt(blockUpdate.location, false, cachedClaim);
if(claim != null)
{
cachedClaim = claim;
break;
}
currentBlock.setTypeId(blockUpdate.typeId);
currentBlock.setData(blockUpdate.data);
}
}
}
}
//clean up any entities in the chunk, ensure no players are suffocated
Chunk chunk = this.lesserCorner.getChunk();
Entity [] entities = chunk.getEntities();
for(int i = 0; i < entities.length; i++)
{
Entity entity = entities[i];
if(!(entity instanceof Player || entity instanceof Animals))
{
//hanging entities (paintings, item frames) are protected when they're in land claims
if(!(entity instanceof Hanging) || GriefPrevention.instance.dataStore.getClaimAt(entity.getLocation(), false, null) == null)
{
//everything else is removed
entity.remove();
}
}
//for players, always ensure there's air where the player is standing
else
{
Block feetBlock = entity.getLocation().getBlock();
feetBlock.setType(Material.AIR);
feetBlock.getRelative(BlockFace.UP).setType(Material.AIR);
}
}
//show visualization to player who started the restoration
if(player != null)
{
Claim claim = new Claim(lesserCorner, greaterCorner, "", new String[] {}, new String[] {}, new String[] {}, new String[] {}, null);
Visualization visualization = Visualization.FromClaim(claim, player.getLocation().getBlockY(), VisualizationType.RestoreNature, player.getLocation());
Visualization.Apply(player, visualization);
}
}
}
File diff suppressed because it is too large Load Diff
@@ -1,225 +1,227 @@
/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import java.util.ArrayList;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Player;
//represents a visualization sent to a player
//FEATURE: to show players visually where claim boundaries are, we send them fake block change packets
//the result is that those players see new blocks, but the world hasn't been changed. other players can't see the new blocks, either.
public class Visualization
{
public ArrayList<VisualizationElement> elements = new ArrayList<VisualizationElement>();
//sends a visualization to a player
public static void Apply(Player player, Visualization visualization)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getName());
//if he has any current visualization, clear it first
if(playerData.currentVisualization != null)
{
Visualization.Revert(player);
}
//if he's online, create a task to send him the visualization in about half a second
if(player.isOnline())
{
GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 10L);
}
}
//reverts a visualization by sending another block change list, this time with the real world block values
public static void Revert(Player player)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getName());
Visualization visualization = playerData.currentVisualization;
if(playerData.currentVisualization != null)
{
if(player.isOnline())
{
for(int i = 0; i < visualization.elements.size(); i++)
{
VisualizationElement element = visualization.elements.get(i);
Block block = element.location.getBlock();
player.sendBlockChange(element.location, block.getType(), block.getData());
}
}
playerData.currentVisualization = null;
}
}
//convenience method to build a visualization from a claim
//visualizationType determines the style (gold blocks, silver, red, diamond, etc)
public static Visualization FromClaim(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
//visualize only top level claims
if(claim.parent != null)
{
return FromClaim(claim.parent, height, visualizationType, locality);
}
Visualization visualization = new Visualization();
//add subdivisions first
for(int i = 0; i < claim.children.size(); i++)
{
visualization.addClaimElements(claim.children.get(i), height, VisualizationType.Subdivision, locality);
}
//add top level last so that it takes precedence (it shows on top when the child claim boundaries overlap with its boundaries)
visualization.addClaimElements(claim, height, visualizationType, locality);
return visualization;
}
//adds a claim's visualization to the current visualization
//handy for combining several visualizations together, as when visualization a top level claim with several subdivisions inside
//locality is a performance consideration. only create visualization blocks for around 100 blocks of the locality
private void addClaimElements(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
Location smallXsmallZ = claim.getLesserBoundaryCorner();
Location bigXbigZ = claim.getGreaterBoundaryCorner();
World world = smallXsmallZ.getWorld();
int smallx = smallXsmallZ.getBlockX();
int smallz = smallXsmallZ.getBlockZ();
int bigx = bigXbigZ.getBlockX();
int bigz = bigXbigZ.getBlockZ();
Material cornerMaterial;
Material accentMaterial;
if(visualizationType == VisualizationType.Claim)
{
cornerMaterial = Material.GLOWSTONE;
accentMaterial = Material.GOLD_BLOCK;
}
else if(visualizationType == VisualizationType.Subdivision)
{
cornerMaterial = Material.IRON_BLOCK;
accentMaterial = Material.WOOL;
}
else if(visualizationType == VisualizationType.RestoreNature)
{
cornerMaterial = Material.DIAMOND_BLOCK;
accentMaterial = Material.DIAMOND_BLOCK;
}
else
{
cornerMaterial = Material.GLOWING_REDSTONE_ORE;
accentMaterial = Material.NETHERRACK;
}
//bottom left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, smallz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz + 1), accentMaterial, (byte)0));
//bottom right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, smallz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz + 1), accentMaterial, (byte)0));
//top right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, bigz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz - 1), accentMaterial, (byte)0));
//top left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, bigz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz - 1), accentMaterial, (byte)0));
//locality
int minx = locality.getBlockX() - 100;
int minz = locality.getBlockZ() - 100;
int maxx = locality.getBlockX() + 100;
int maxz = locality.getBlockZ() + 100;
//top line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, bigz), accentMaterial, (byte)0));
}
//bottom line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, smallz), accentMaterial, (byte)0));
}
//left line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, z), accentMaterial, (byte)0));
}
//right line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, z), accentMaterial, (byte)0));
}
}
//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
private static Location getVisibleLocation(World world, int x, int y, int z)
{
Block block = world.getBlockAt(x, y, z);
BlockFace direction = (isTransparent(block)) ? BlockFace.DOWN : BlockFace.UP;
while( block.getY() >= 1 &&
block.getY() < world.getMaxHeight() - 1 &&
(!isTransparent(block.getRelative(BlockFace.UP)) || isTransparent(block)))
{
block = block.getRelative(direction);
}
return block.getLocation();
}
//helper method for above. allows visualization blocks to sit underneath partly transparent blocks like grass and fence
private static boolean isTransparent(Block block)
{
return ( block.getType() == Material.AIR ||
block.getType() == Material.LONG_GRASS ||
block.getType() == Material.FENCE ||
block.getType() == Material.LEAVES ||
block.getType() == Material.RED_ROSE ||
block.getType() == Material.CHEST ||
block.getType() == Material.YELLOW_FLOWER );
}
}
/*
GriefPrevention Server Plugin for Minecraft
Copyright (C) 2011 Ryan Hamshire
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package me.ryanhamshire.GriefPrevention;
import java.util.ArrayList;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Player;
//represents a visualization sent to a player
//FEATURE: to show players visually where claim boundaries are, we send them fake block change packets
//the result is that those players see new blocks, but the world hasn't been changed. other players can't see the new blocks, either.
public class Visualization
{
public ArrayList<VisualizationElement> elements = new ArrayList<VisualizationElement>();
//sends a visualization to a player
public static void Apply(Player player, Visualization visualization)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getName());
//if he has any current visualization, clear it first
if(playerData.currentVisualization != null)
{
Visualization.Revert(player);
}
//if he's online, create a task to send him the visualization in about half a second
if(player.isOnline())
{
GriefPrevention.instance.getServer().getScheduler().scheduleSyncDelayedTask(GriefPrevention.instance, new VisualizationApplicationTask(player, playerData, visualization), 10L);
}
}
//reverts a visualization by sending another block change list, this time with the real world block values
public static void Revert(Player player)
{
PlayerData playerData = GriefPrevention.instance.dataStore.getPlayerData(player.getName());
Visualization visualization = playerData.currentVisualization;
if(playerData.currentVisualization != null)
{
if(player.isOnline())
{
for(int i = 0; i < visualization.elements.size(); i++)
{
VisualizationElement element = visualization.elements.get(i);
Block block = element.location.getBlock();
player.sendBlockChange(element.location, block.getType(), block.getData());
}
}
playerData.currentVisualization = null;
}
}
//convenience method to build a visualization from a claim
//visualizationType determines the style (gold blocks, silver, red, diamond, etc)
public static Visualization FromClaim(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
//visualize only top level claims
if(claim.parent != null)
{
return FromClaim(claim.parent, height, visualizationType, locality);
}
Visualization visualization = new Visualization();
//add subdivisions first
for(int i = 0; i < claim.children.size(); i++)
{
visualization.addClaimElements(claim.children.get(i), height, VisualizationType.Subdivision, locality);
}
//add top level last so that it takes precedence (it shows on top when the child claim boundaries overlap with its boundaries)
visualization.addClaimElements(claim, height, visualizationType, locality);
return visualization;
}
//adds a claim's visualization to the current visualization
//handy for combining several visualizations together, as when visualization a top level claim with several subdivisions inside
//locality is a performance consideration. only create visualization blocks for around 100 blocks of the locality
private void addClaimElements(Claim claim, int height, VisualizationType visualizationType, Location locality)
{
Location smallXsmallZ = claim.getLesserBoundaryCorner();
Location bigXbigZ = claim.getGreaterBoundaryCorner();
World world = smallXsmallZ.getWorld();
int smallx = smallXsmallZ.getBlockX();
int smallz = smallXsmallZ.getBlockZ();
int bigx = bigXbigZ.getBlockX();
int bigz = bigXbigZ.getBlockZ();
Material cornerMaterial;
Material accentMaterial;
if(visualizationType == VisualizationType.Claim)
{
cornerMaterial = Material.GLOWSTONE;
accentMaterial = Material.GOLD_BLOCK;
}
else if(visualizationType == VisualizationType.Subdivision)
{
cornerMaterial = Material.IRON_BLOCK;
accentMaterial = Material.WOOL;
}
else if(visualizationType == VisualizationType.RestoreNature)
{
cornerMaterial = Material.DIAMOND_BLOCK;
accentMaterial = Material.DIAMOND_BLOCK;
}
else
{
cornerMaterial = Material.GLOWING_REDSTONE_ORE;
accentMaterial = Material.NETHERRACK;
}
//bottom left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, smallz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, smallz + 1), accentMaterial, (byte)0));
//bottom right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, smallz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, smallz + 1), accentMaterial, (byte)0));
//top right corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx - 1, height, bigz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, bigz - 1), accentMaterial, (byte)0));
//top left corner
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz), cornerMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx + 1, height, bigz), accentMaterial, (byte)0));
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, bigz - 1), accentMaterial, (byte)0));
//locality
int minx = locality.getBlockX() - 100;
int minz = locality.getBlockZ() - 100;
int maxx = locality.getBlockX() + 100;
int maxz = locality.getBlockZ() + 100;
//top line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, bigz), accentMaterial, (byte)0));
}
//bottom line
for(int x = smallx + 10; x < bigx - 10; x += 10)
{
if(x > minx && x < maxx)
this.elements.add(new VisualizationElement(getVisibleLocation(world, x, height, smallz), accentMaterial, (byte)0));
}
//left line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, smallx, height, z), accentMaterial, (byte)0));
}
//right line
for(int z = smallz + 10; z < bigz - 10; z += 10)
{
if(z > minz && z < maxz)
this.elements.add(new VisualizationElement(getVisibleLocation(world, bigx, height, z), accentMaterial, (byte)0));
}
}
//finds a block the player can probably see. this is how visualizations "cling" to the ground or ceiling
private static Location getVisibleLocation(World world, int x, int y, int z)
{
Block block = world.getBlockAt(x, y, z);
BlockFace direction = (isTransparent(block)) ? BlockFace.DOWN : BlockFace.UP;
while( block.getY() >= 1 &&
block.getY() < world.getMaxHeight() - 1 &&
(!isTransparent(block.getRelative(BlockFace.UP)) || isTransparent(block)))
{
block = block.getRelative(direction);
}
return block.getLocation();
}
//helper method for above. allows visualization blocks to sit underneath partly transparent blocks like grass and fence
private static boolean isTransparent(Block block)
{
return ( block.getType() == Material.AIR ||
block.getType() == Material.LONG_GRASS ||
block.getType() == Material.FENCE ||
block.getType() == Material.LEAVES ||
block.getType() == Material.RED_ROSE ||
block.getType() == Material.CHEST ||
block.getType() == Material.TORCH ||
block.getType() == Material.VINE ||
block.getType() == Material.YELLOW_FLOWER );
}
}