There was a bug where you would "randomly" get extra nodes in your
data.yml like jailnamecells, this caused problems earlier which was
avoided by not loading invalid jails but now the real issue is fixed and
those extra nodes shouldn't appear again.
A new command for signs. Refreshing them, cleaning them, and verifying
them. Changed up some internal apis, if you were using them sorry for
breaking it. Also, really update the signs when we jail someone who is
offline via a new event.
After someone reloads the plugin and they've switched the storage system
then put the data, if any exists, into the new storage system. This
means a player can go from flatfile to mysql or from mysql to flatfile
without having to do any manual work.
We was saving everything again when the players stop creating anything,
this was causing issues with duplicate cells when using any storage with
SQL (due to insert and no primary key).
Also, added a hasChanged to the cell class which will prevent resaving
things in sql if it hasn't changed.
This should help warn to warn people when their server starts and
something is wrong with the definition of their jail in the data.yml,
thanks to #40 for raising this issue even though the real issue hasn't
been found.
1. In the player move event we looped through the jailed players more
than once which really is an issue when you have several hundred jailed
and since the move event is called several times a second, that was a
huge performance hit.
2. Don't save the prisoner data as soon as they are jailed, we take care
of that else where with the shutting down and counting down time.
I want to get fully away from blocking methods and instead make the
user/player/prisoner/whatever wait to get an answer while we retrieve
the uuid information asynchronously.