Inactive [TP] Transporter v7.2 - Teleportation between gates, worlds, and servers [1185]

Discussion in 'Inactive/Unsupported Plugins' started by frdfsnlght, Jun 22, 2011.

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  1. Offline

    frdfsnlght

    Transporter - Teleportation between gates, worlds, and servers

    This support thread is no longer active. Please visit the project's new site on BukkitDev:

    Version: 7.2

    Make sure to read the Release7 wiki page for important information before you upgrade from v6!

    For the absolute latest information about the plugin, including source, see the Google project site.

    Thanks goes to Raphfrk, whose Server Port plugin served as inspiration.

    If you like this plugin, please consider donating.​
    donate.png

    Features:
    • Teleport between gates in the same world
    • Teleport between gates in different worlds (multiworld support)
    • Teleport between gates on different servers (includes client patcher)
    • Teleports minecarts and boats, with or without a player
    • Server to server chat based on gate proximity
    • Inventory and health transfer (including storage minecarts)
    • Includes client patcher for automatically reconnecting clients
    • No need for client patcher if you're running the BukkitContrib or Spout client
    • Supports server proxies like CraftProxy (v6.9)
    • World creation/loading/unloading (v6.9)
    • Built-in command help
    • Extreme gate design possibilities, including 3D and horizontal
    • Supports gate access using player specific PINs
    • Item banning and transmutation
    • Built-in simple permissions system
    • Permissions plugin integration (preferred)
    • PermissionsEx plugin integration (preferred)
    • iConomy plugin integration
    • BOSEconomy plugin integration
    • Dynmap integration
    • Minecraft-Overviewer integration
    • and more to come...
    Links:
    Changelog:
    v7.2
    • Added client patching for client 1.8.1 (1.8.0 was skipped).
    • Supports RB 1185.
    • Can now remove bad gate links (issue 35).
    • Changed world loading to be delayed after server start.
    • Minor tweaks here and there.
    v7.1
    • Fixed Dynmap integration; requires Dynamp v0.22 or above.
    • Added more customizable gate messages.
    • Now enforces gate permissions on player interactions.
    • New permission `trp.gate.changeLink.<gate>` to limit ability to change gate's current link.
    • Fixed gates not saving to disk properly.
    Changelog for Older versions (open)

    v7.0
    • Working with CB RB 1060
    • Too many things to list here. See the Release7 wiki page for IMPORTANT INFORMATION BEFORE UPGRADING.
    v6.10
    • Working with CB RB 1000
    • Utilizes latest CraftProxy redirect detection so no more need for the craftProxy config setting
    • Compatible with BukkitContrib for client side redirects, so no need for the client patcher if you already have BukkitContrib client side installed
    • Tightened up network protocol handshaking
    • Server to server keepalives with automatic reconnection
    • Prevention of stationary liquids used for portal blocks from flowing under certain circumstances
    • Config setting for custom inter-server chat message formatting
    • Elimination of the minecraftAddress config setting; now it's done on a per-server basis as an additional argument to the "trp server add ..." command; this will almost certainly require you to change your existing server connections, but there are some sensible assumptions made that may allow many setups to "just work"
    • Automatic conversion of servers.yml into the main config
    • New debug command to submit debugging data to my web server so I can review it if necessary
    • Fixed "trp world go ..." command
    v6.9

    • Added world commands.
    • Added gate destroy command.
    • Added CraftProxy support.
    • Change semantics of minecraftAddress global setting.
    v6.8

    • Updated client patcher for MC 1.7.3.
    • Fixed client/server errors when teleporting in CB 953.
    v6.7

    • Updated client patcher for MC 1.7.2, CB 953.
    v6.6

    • Autoloads worlds linked to from local gates.
    v6.5

    • Fixed client patcher. If you've patched the client with a previous version, you must reapply the patch.
    v6.4

    v6.3

    • Added client patcher.
    • Changed client reconnect kick messgaes - now requires new client patcher.
    v6.2

    • Tweaked spawn position when exiting gates.
    • Removed debugging code.
    • Added "Booth" and "Small" gate designs.
    v6.1

    • Fixed problem of network not shutting down properly.
    • Fixed minecarts going server-to-server.
    v6

    • First publicly available release.
    v1-v5

    • Never saw the light of day.
     
    vrox, Hwo, wassilij and 1 other person like this.
  2. Offline

    Amrac

    Timer cooldown can be cool cause my player make fun to go trough portal over and over. This spam the chat and make the server slow down.

    An other thing with timer cooldown, is that when we take a portal, then get a lag on the other server, we get teleport back to the original server. Then if we try again to take the portal, we gote some error.

    Also, i found an error.
    I use the plugin with 2 servers, server 1 and server 2.
    Server 1 can connect to server 2, but server 2 cant connect to server 1. Its not an issue for me, teleport work.

    But, when i /reloadall server 2, it crash with "READ TIMED OUT" error and i have to kill -9 the server :/
    Restart is ok.
    Server 1 /reloadall is ok
    If i disconnect server before, Server 2 /reloadall is ok.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  3. Offline

    Jaxter

    I love the plugin a lot! My only problem with it is people keep teleporting back and forth because it teleports you inside the portal, and if you move at all half the time you teleport back to the other place.

    Can you make it so you teleport in front of the portal you're teleporting to?
     
  4. Offline

    SamAdam17

    I'm a bit confused with building my own portal. How exactly do I build a custom one? I read through the wiki and found very little on designing a custom one. Nothing I tried seemed to work.
     
  5. Offline

    frdfsnlght

    That shouldn't happen if everything working correctly.

    You can create a new gate design (or modify an existing one) to accomplish this. Most all the current designs specify "portal" blocks to also be "spawn" blocks, but they don't have to be. The "Web" design has spawn blocks that are different from portal blocks, for instance.

    Did you read the GateDesign page? It's got all the info you need.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  6. Offline

    JayFight

    actually i've had that happen before too in fact i've had to use compass to teleport out of the portal just to stop going back and forth
    i was using the basic nether portal and idk if it's just a flaw in the original design of that type of portal since in the game you normally tp into the other side inside the portal still and it's just made to not tp you unless you step out and then back in but yeah it will keep going back and forth with this

    BTW THANKS FOR THE AWESOME PLUGIN YOU ROCK!!!!!!
     
  7. Offline

    SamAdam17

    Ah ty! didnt see that. Now im having the problem of stationary lava and water for the portals being broken when blocks near them are edited :/ Anyway to fix that?
     
  8. Offline

    mindless728

    I have been going through your documentation and am wondering if you have a list of permission nodes for this plugin as i am having issues giving players permission to use a portal. I see that you have the nodes for all of the commands, but i haven't seen anything for this.
     
  9. Offline

    frdfsnlght

    Evidently, I forgot to make a wiki page for that. I'll work on that soon.

    I don't have the code open right now, but I think the node you want is "trp.use.<gate name>".

    If I understand you, then no, I don't think I can fix that. When a block is broken, the server code tells all the blocks around it to do a "physics check". That will make stationary water and lava turn fluid, I believe. That's part of the basic MC code.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  10. Offline

    mindless728

    thank you very much on the fast response

    you can catch the flow with a BlockFromToEvent in the BlockListener, just check to see if the fluids is part of your portal
     
  11. Offline

    Pole04

    Ok please excuse my ignorance but we would like to use this plug in to allow players to teleport between two different servers.

    Do all the clients need to run the patcher? Or how does that work?

    Thanks for your time on this, it seems to be exactly what we have been looking for!
     
  12. Offline

    frdfsnlght

    I'm officially back from "vacation" (that's "quoted" because it wasn't a vacation in the normal sense of the word, but that's another story).

    I just added FeatureRequests and Permissions pages to the wiki.

    I have a plan to add some or all of the requested features on the new page for the next version (v6.10). I will also implement phase 1 of the new server-to-server configuration settings. I say phase 1 because there will be 3 phases in total:

    The first is to remove the minecraftAddress config option and replace it with an additional argument to the "trp server add ..." command, which will serve the same basic purpose but hopefully make things easier to understand.

    The second phase will take a bit longer and involve me taking over/rewriting the CraftProxy application. My plan is to re-implement that app but add an important missing feature: separate it into client and server components, each of which understands different messages from the Transporter plugin about reconnecting to different servers. Without getting into details, the problem with the current proxy is that it can "trap" players who use the proxy once, forcing them to use the proxy when they connect to other servers that may not even be fronted by that proxy. This wastes bandwidth and resources and makes diagnosing connection issues damn near impossible. Another reason to do this is that CraftProxy is not really being supported by it's author anymore. The rewrite will take a while because, as I understand it, working with Minecraft's network protocol requires a bit of voodoo.

    The third phase will be to make changes to Transporter to take advantage of the new features of the proxy.

    I will also have to rewrite large portions of the ServerToServer wiki page to explain how this will work. I may be adding more scenarios to illustrate even more complex setups (some of which are all too common in practice) that will be possible with the new code.

    The simplest way to get things going is for all players that want to teleport between your servers to install the client patch. It's really quite painless and I've never heard of it causing any problems. There's a wiki page that explains how to do it.

    If you're running public servers where you allow just about anyone to connect, telling them to install the client patch can be off-putting (however, in my opinion, if they want to be able to teleport between servers, I'd tell them to suck it up, because, like I said, the client patch is stupid-simple to use). In this case, you can run a proxy (see CraftProxy) that will do the reconnecting for them. There are limits to this, however, that I hope to better address in the coming weeks.

    See the ServerToServer page for more information about the whole topic.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  13. Offline

    Pole04

    My server is a hosted server, the server we plan to connect to shouldn't be a proxy server but I need to ask. Thanks for your quick reply!

    Hopefully we can implement this tonight and test it out. Thank you!
     
  14. Offline

    thomasbomb

    Can someone make a video about this plugin?
     
  15. Offline

    bocaj812

    Is there possibility, that you could make server to server teleporting possible without a client side mod, maybe using server proxies? Doesn't have to be seamless, as long as it gets the job done, and for the 'seemless' teleporting, have you looked into bukkitcontib integration, not sure if it has anything useful, but several plugins use it to better interface with clients using the bukkit contrib clientside mod, and a lot of players do, and if players are loyal to a specific server using a lot of plugins with bukkitcontrib extras, it would be easier for them to to install contrib instead of contrib and other mods. But it doesn't have to be seamless, I just thought it would be cool to work with people even without a mod
     
  16. Offline

    frdfsnlght

    There's a quick start video in the wiki. What other kind of video would you like?

    The plugin already works with CraftProxy - no client side mod required. As far as I know, BukkitContrib does not offer a way to reconnect a client to a different server at this time. If it ever does, I'll gladly integrate with it.

    I'll be releasing v6.10 sometime this week. Things that will be included:
    1. Working with CB RB 1000
    2. Utilizes latest CraftProxy redirect detection so no more need for the craftProxy config setting
    3. Compatible with BukkitContrib for client side redirects, so no need for the client patcher if you already have BukkitContrib client side installed
    4. Tightened up network protocol handshaking
    5. Server to server keepalives with automatic reconnection
    6. Prevention of stationary liquids used for portal blocks from flowing under certain circumstances
    7. Config setting for custom inter-server chat message formatting
    8. Elimination of the minecraftAddress config setting; now it's done on a per-server basis as an additional argument to the "trp server add ..." command; this will almost certainly require you to change your existing server connections, but there are some sensible assumptions made that may allow many setups to "just work"
    9. Automatic conversion of servers.yml into the main config
    10. New debug command to submit your config.yml and last portion of the server.log file to my web server so I can review it if necessary
    11. And maybe more...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  17. Offline

    thomasbomb

    Oh thanks, that's exactly what I wanted!
    What happens when minecarts travel through the portals? Do they keep momentum?
     
  18. Offline

    lmazon

    Just loaded this...after a little trial and error we were able to connect two servers. This is great. I am running several different worlds on my server, so I have started attempting to make gates between the worlds. The problem is, I need to get to the other worlds to make and the link the gates. My default world is "world-0". My next world is "world-1". world-0 is the default, and is automagically loaded.(Along with it's nether counterpart.) I do the following:

    /trp world load world-1
    (This appears to work.)
    /trp world list
    (I can now see world-1 in the list)
    /trp world go world-1

    At this point it SAYS it's TPing me to world 1, but I appear at the spawn of world-0. Same thing if I try to go to world-0_nether. Any ideas?

    Update:
    the /trp command works if I specify a location in the world, but if I omit the x,y coords it doesn't work.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  19. Offline

    frdfsnlght

    Noted and fixed for v6.10. Good catch.

    Minecarts are teleported. Their velocity should be preserved, but I haven't fully tested that.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  20. Offline

    thomasbomb

    I guess I will test that
     
  21. Offline

    ugoff

    I've tested it. Same-world teleportation causes the carts to come out faster than the game should allow, it seems. I haven't tried world-world on the same server, but server-server doesn't work. You spawn not moving on the other server and get stuck in a transport loop, going back and forth until the client has an overflow(using modded client). The cart does travel, but has no momentum on the other side, so it just sits in the gate.

    I figured that was unavoidable as I've never seen an instance where you spawn moving on a server.
     
  22. Offline

    thomasbomb

    One thing that I don't get-why do you come out of the portal "backwards"? Does it depend on which way you were facing when you built it?
     
  23. Offline

    frdfsnlght

    That's a complicated question. I've given myself headaches working through the logic of getting it "right". The direction the player was facing when the gate was built determines the gate's direction. But it also depends on how the gate design specifies the spawn direction and what direction you're facing when you enter the gate. The GateDesign page talks about the relationship between those things.
     
  24. Offline

    lmazon

    We've been running this for a day, and we're starting to feel that inventories should not be transferred, at least in our setup. Is it possible to make an option where inventories are maintained per server? So if I have say, 1 wood sword and all gold armour on server 1, and 1 diamond sword and diamond armor on server 2, when I hop to server 1, I'll have the wood/gold, and when I hop to server 2, I'll have the diamond stuff. Would be great if this could be a per gate setting as well, but per server would be fine too.

    Second thing: If I'm server1, my friend is server2, and we setup chat to go through both servers, it works great. What is going to happen if I add a third server? Will server 2 see server 3's chat, even though no link is present between 2 and 3?
     
  25. Offline

    Pupp3tm4st3r

    Okay, someone asked it before but there was no answer...when i move between 2 servers I got the following error: "Server *xxx* complained: Player *xxxxx* is not allowed to connect".

    This only happens when I connect from B to A not A to B...i´m wondering why, can´t find any reason for that -.-
     
  26. Offline

    frdfsnlght

    I'll add it to the feature requests.
    Server chat only goes through open gates. So if you add another server, but there's no gates linked, no chat. If there is a gate linked, but it's not open, no chat. Think of the TV show Stargate. They can only talk over radio through open gates. It works the same way in the plugin.

    So you can connect directly to server A. but get denied when gating to A? The plugin makes a best effort to figure out if you'll be allowed to connect to the destination server. Specifically, if any of the following are true, you're not allowed to connect:
    • if the player's IP address is in the banned-ips.txt file, or
    • if the server.properties "white-list" setting is true and the player's name is not in the white-list.txt file, or
    • if the server.properties "white-list" setting is false and the player's name is in the banned-players.txt file
    And I'm adding another condition for v6.10:
    • if the number of online players on the server is equal to or greater than the server's configured maximum number
    I think those are the only conditions for getting that message. Could you check those things on server A? It's possible I'm misinterpreting the contents of those files, in which case I'll need someone to explain how they're actually used by the MC server.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  27. Offline

    lmazon

    Excellent. Now we're finding a new "issue". If a player is on a world that doesn't have an open gate to the other server, the chat is not relayed. So if the gate is on world 1, and player is in world 1, his chat will be seen on the other server, but if the player is on world 2, the other server will not hear his chat. Any way to fix this, short of making gates to the server on every map?
     
  28. Offline

    frdfsnlght

    That's the expected behavior. Chat only travels through open gates.
     
  29. Offline

    Pr4w

    @frdfsnlght Hey, I have a few questions. :)
    What I'm basically trying to achieve, is having several instances of Craftbukkit running on the same physical machine, with gates that link one "server" to another. Is it not possible to have something like this work without a client mod ?
    If I remember correctly, this was feasable without a client mod in ServerPort :)
     
  30. Offline

    lmazon

    I see. So I guess we're asking if it could be changed so that, if you wanted, chat on all worlds on server 1 could be relayed to all worlds on server 2 if the gate is open.

    New issue(And I apologize if I'm starting to bug =)... Only world-0 is auto-loading, even though there are gates to other worlds on the server. Is there a way to make the other worlds auto-load on startup? The gates don't seem to function unless the other world is loaded.

    Oops... We found another bug... A really strange and somewhat humorous one. One of the gates is in a snow biome. There was some snow accumulation on a square adjacent to the "water" in the gate. He broke the snow, and the water from the gate started flowing out of the gate! =D

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  31. Offline

    frdfsnlght

    You remember wrong. ServerPort supported this in the same ways my plugin does. You either have to have the client patch installed, or run all the servers behind something like CraftProxy.

    I'll have to think about that. It goes against my original thoughts on the subject, but could be made to work with the addition of some new settings and code. I'll add it to the list.

    They're supposed to autoload and they do when I test. I'm not sure what's going on in your situation. When I release v6.10 there will be a debugging command that might help me figure it out. Sometime this week.

    That's fixed in v6.10.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
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