Velocity will send metrics to bStats.org. These statistics are
publicly viewable at https://bstats.org/plugin/server-implementation/Velocity
You can always opt-out by disabling metrics in your velocity.toml.
There is no obligation to allow us to collect metrics, but you can
show your support by leaving metrics on.
Take advantage of the fact that Java has mutable strings when writing
out server ping responses, which Netty can work with when writing out
UTF-8 character sequences. This reduces the memory allocation impact of
server list ping responses by ~31%.
Currently, unregister will succeed & unregister a handler/listener if any valid plugin is given, not necessarily the one the handler was registered with.
A much-needed base command, this is now available in Velocity directly.
It is partially inspired by the RedisBungee /glist command, which I also
created.
By default, /glist only provides the player count of the proxy. You can
view the player list for an individual server with /glist <server>, or
you can view the information for all players with /glist all.
* Delay switch to new server until after JoinGame is sent.
Unfortunately, in some cases (especially vanilla Minecraft) some login
disconnects are sent after ServerLoginSuccess but before JoinGame.
We've been using ServerLoginSuccess but it has caused too many problems.
Now Velocity will switch to a stripped-down version of the play session
handler until JoinGame is received. This handler does very little by
itself: it simply forwards plugin messages (for Forge) and waits for the
JoinGame packet from the server.
This is an initial version: only vanilla Minecraft 1.12.2 was tested.
However this is the way Waterfall without entity rewriting does server
switches (which, in turn, is inherited from BungeeCord).
* Move to Gradle 5 and Error Prone.
Updating Checker Framework flagged numerous warnings, which have been
corrected. These probably involve type declarations lacking a nullness
annotation that appeared elsewhere.
The upstream feature this relies on will be gone in Netty 5.x and there
is probably more benefit in using the connection's event loop to connect
to Mojang's authentication servers.