Gates were only ever loaded from the shared database at plugin enable or /sg reload, so a server that's already running never found out about a gate another backend created afterward - the row existed in MySQL, but nothing told this JVM to look again. Reported as "no other gates on network 'main'" despite both gates being visibly present in the database. Added GateManager.refreshRemoteGates(), scheduled every cross-server.refresh-seconds (default 30) whenever cross-server is enabled: it re-queries storage off the main thread, then merges only OTHER servers' gates into gatesById on the main thread - adding new ones, removing deleted ones, and never touching this server's own gates or any live open/connected/outgoing runtime state.
144 lines
7.9 KiB
Markdown
144 lines
7.9 KiB
Markdown
# Stargate
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A network-aware Stargate portal plugin for PaperMC, with sign-based dialing and
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cross-server travel over Velocity or BungeeCord.
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## Modules
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| Module | What it is |
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| `stargate-common` | Shared models + JDBC storage (SQLite / MySQL) used only by the Paper plugin |
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| `stargate-paper` | The actual gate plugin — install this on every backend server |
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| `stargate-velocity` | Proxy companion for Velocity — install on the proxy only if using cross-server gates |
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| `stargate-bungee` | Same, for BungeeCord/Waterfall |
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Build everything with `./gradlew build`. Jars land in each module's `build/libs/`.
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## Building a gate
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There's no fixed size or shape - build any single connected ring out of
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`gate.frame-materials` (default: just obsidian) with a fully sealed hollow interior.
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No gaps; the interior must be enclosed. "Connected" includes the usual diagonal
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stepping a round/octagonal ring needs at its corners (blocks touching only
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edge-to-edge or corner-to-corner still count), so a circular build doesn't need every
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block to share a full face with the next.
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Add more materials to `gate.frame-materials` if your ring mixes blocks, but keep the
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list to materials used *only* for the ring - anything also used decoratively nearby
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(a backdrop wall, a matching accent elsewhere) risks getting swept into the frame if
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it touches the ring anywhere in the same plane, which is also where stray chevrons
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would show up.
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Build it free-standing, one block thick, in a single flat plane (a vertical ring
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facing a direction, like all the examples above) - the plugin figures out which axis
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is the ring's "thickness" and only looks for the interior within that plane, so it
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doesn't try to flood-fill out through the open air in front of and behind the gate.
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Chevrons aren't a separate material you place. When the gate is linked, the plugin
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flood-fills the ring, walks it in geometric order, and picks `gate.chevron-count`
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(default 7) blocks evenly spaced around the ring's actual perimeter. Those blocks
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swap to `gate.chevron-lit-material` (default glowstone) while dialing/open, and
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revert to whatever they looked like at rest when the gate closes - so a chevron can
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rest as plain obsidian and blend invisibly into the frame until it lights up.
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1. Build the ring.
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2. Optionally place a button directly below where you'll put the sign - this becomes
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the iris shield toggle (see below). Not required; a gate without one just has no
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shield control.
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3. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD
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console standing apart from the gate - with:
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- Line 1: `[Stargate]`
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- Line 2: network name (blank = default network)
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- Line 3: gate name (blank = auto-generated)
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- Line 4: `hidden` to keep it out of the cycle list, `fixed:GateName` to lock this
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gate to always dial `GateName` (no right-click cycling), or blank
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4. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`,
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left-click (punch) any frame block, within `gate.max-link-distance` of the sign.
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The plugin scans out from that block and links the sign to it.
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If punching a block doesn't work, the plugin tells you exactly why in chat - wrong
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material, unsealed interior, too far from the sign, etc.
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## Using a gate
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- **Right-click** the sign: cycles the destination shown on line 3 among the other
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gates on the same network.
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- **Left-click** the sign: dials the shown destination - chevrons light in sequence,
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then the interior becomes the event horizon (`gate.iris-open-material`, default
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water) and travel opens up. It auto-closes after `dialing.open-seconds`.
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- **Shift + left-click** the sign: destroys the gate on the spot (same permission
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check as `/sg destroy` - owner or `stargate.admin`), breaking the sign as if
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you'd mined it. Quicker than looking at the sign and typing the command.
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- Travel is **one-way**: only the gate you dialed *from* can send anything anywhere.
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Walking (or wandering, or drifting) into its event horizon teleports whatever
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entered to the destination, arriving just clear of its iris (never inside it) and
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still facing whatever direction it was already moving, so entering forward always
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means exiting forward. The destination's horizon is visible but not walkable -
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stepping into it does nothing, same as a real Stargate only running one direction
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at a time.
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- Not just players - mobs, dropped items, minecarts, boats, arrows, anything that
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moves through the event horizon gets sent through too. Non-player entities can
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only travel to a same-server destination, though; there's no way to carry an
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arbitrary entity's state across the Velocity/Bungee plugin-messaging hop, so a
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cross-server gate just won't move anything but players.
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- The **iris shield** is a separate, physical thing from the wormhole connection.
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**Right-click a button placed directly below the sign** to toggle it. Closed means
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closed - `gate.iris-shield-material` (default bedrock), solid, blocking everything -
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whether or not the gate is even connected right now, and travel is refused even if
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something manages to occupy that space anyway (flight, an elytra, a vehicle - not
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just relying on block collision). It blocks in both directions: a closed shield on
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the gate you're dialing *from* stops you from ever stepping in, and a closed shield
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on the *destination* refuses the trip too, matching a real iris stopping anything
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that hits it from either side. With the shield open, the interior just reflects the
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connection state: `gate.iris-idle-material` (default air) if idle, or the event
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horizon if actively dialed. Closing needs nothing extra; if the gate has a pin set
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(`/sg pin <code>`), opening a closed shield prompts you to type the code in chat
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within `gate.pin-timeout-seconds` before it'll open.
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## Multi-world
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Gates are addressed by network name, not world — a gate on any loaded world can dial
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any other gate on the same network regardless of world, exactly like same-server
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cross-world travel in the original Stargate mod.
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## Cross-server (Velocity / Bungee)
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1. Set `storage.type: mysql` in every backend server's `config.yml` and point them at
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the **same** database — this is how servers see each other's gates. Add any
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connection parameters your host requires (TLS, timezone, etc.) under
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`storage.mysql.properties` - each key becomes `?key=value` on the JDBC URL. It
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defaults to `useSSL: false` / `autoReconnect: true`; list a key here to override
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that default (e.g. `useSSL: true` plus `sslMode: REQUIRED`).
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2. Give each backend a unique `server-id` in `config.yml` that matches its name in
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the proxy config (`velocity.toml` / `config.yml` servers list).
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3. Set `cross-server.enabled: true` on every backend.
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4. Drop `stargate-velocity` (or `stargate-bungee`) into the proxy's plugin folder.
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When a player dials a gate hosted on another backend, the Paper plugin asks the
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proxy (over the `stargate:teleport` plugin channel) to connect the player to that
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server; once they land, the proxy forwards a delivery message so the destination
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server's Stargate instance teleports them to the gate's exit point.
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Each backend only loads gates from the shared database at startup (and on
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`/sg reload`), then polls for what other servers have added, changed, or removed
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every `cross-server.refresh-seconds` (default 30) while `cross-server.enabled: true`.
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So a gate built on one server shows up as a destination on another within that
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window automatically - no restart or manual reload needed, though `/sg reload`
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still works if you want it immediately.
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## Permissions
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- `stargate.use` (default: true) — dial/cycle gates
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- `stargate.create` (default: op) — build new gates
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- `stargate.destroy` (default: op) — break your own gates
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- `stargate.admin` (default: op) — reload, break/manage any gate
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## Commands
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- `/sg list [network]`
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- `/sg networks`
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- `/sg destroy` (look at a gate's sign)
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- `/sg pin <code|clear>` (look at a gate's sign) — requires that code in chat before a
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closed iris shield will open on that gate
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- `/sg reload`
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