MrNaikito / towny

Automatically exported from code.google.com/p/towny
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Event Priority Change: onBlockBreak,onPlayerInteract #1531

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago

Players on my server frequently exploit towny by breaking blocks (especially 
glass) or opening doors in towny protected sreas and then striking players on 
the other side before towny cancels the event and regens the block/close the 
door.

Adjusting the event priority of the above two events to LOWEST is a major step 
in correction of this problem.  I have tested this by creating my own builds of 
Towny with source from Github and works quite well with no apparent performance 
penalty.

I can certainly continue to make my own builds of Towny to implement these 
changes; However, if the problem exists on my server it is likely an issue 
elsewhere so this change may be of benifit to many servers that depend on towny.

Original issue reported on code.google.com by jpatt...@cougarmail.cccc.edu on 11 Jan 2013 at 5:27

GoogleCodeExporter commented 9 years ago
*towny protected areas

Original comment by jpatt...@cougarmail.cccc.edu on 11 Jan 2013 at 5:29

GoogleCodeExporter commented 9 years ago
Changing the priority on these events will not make any difference at all.
All Bukkit events, no matter if they are LOWEST or MONITOR, are run in the same 
tick Cycle.
What you are seeing is client side only, but it does give the client the 
opportunity to think it can hit the player inside. This then generates the 
packets required for the combat and passes it to the server.
The block won't regen any faster being on LOWEST than on HIGHEST.

Original comment by Elg...@palmergames.com on 14 Jan 2013 at 2:15

GoogleCodeExporter commented 9 years ago
closing

Original comment by Elg...@palmergames.com on 11 Feb 2013 at 9:03