fix(transfer): use transferPlayer() beta API and enable experiments in level.dat

Switch from runCommand("transfer ...") to the @minecraft/server-admin
transferPlayer() function for reliable server-to-server transfers.
Enable Beta APIs experiment (gametest flag) in all 4 world level.dat files.
Add spawn protection to prevent transfer loops on arrival.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-19 02:34:29 +00:00
parent 2b0a0c4997
commit c12a468958
6 changed files with 165 additions and 13 deletions

View File

@@ -4,7 +4,7 @@
"name": "Hub Return Transfer",
"description": "Transfers players back to lobby when they step on the return portal",
"uuid": "b2c3d4e5-1111-2222-3333-fedcba654321",
"version": [1, 0, 1],
"version": [1, 0, 3],
"min_engine_version": [1, 21, 0]
},
"modules": [
@@ -12,14 +12,18 @@
"type": "script",
"language": "javascript",
"uuid": "b2c3d4e5-4444-5555-6666-fedcba987654",
"version": [1, 0, 1],
"version": [1, 0, 3],
"entry": "scripts/main.js"
}
],
"dependencies": [
{
"module_name": "@minecraft/server",
"version": "2.0.0"
"version": "1.17.0"
},
{
"module_name": "@minecraft/server-admin",
"version": "1.0.0-beta"
}
]
}

View File

@@ -1,4 +1,5 @@
import { world, system, ItemStack } from "@minecraft/server";
import { transferPlayer } from "@minecraft/server-admin";
const LOBBY_HOST = "10.0.0.247";
const LOBBY_PORT = 19132;
@@ -6,9 +7,12 @@ const COMPASS_ID = "minecraft:recovery_compass";
const PORTAL_PROP = "hub_portal_location";
const PORTAL_RADIUS = 3;
const TRANSFER_COOLDOWN = 5000; // 5 seconds
const SPAWN_PROTECTION = 10000; // 10 seconds — ignore portal detection after spawn
// Track recently transferred players
const recentTransfers = new Map();
// Track when players spawned (to prevent transfer loop on arrival)
const spawnTimes = new Map();
function doTransfer(player) {
const now = Date.now();
@@ -21,7 +25,7 @@ function doTransfer(player) {
world.sendMessage(`§a${player.name} is returning to the Hub...`);
try {
player.runCommand(`transfer ${player.name} ${LOBBY_HOST} ${LOBBY_PORT}`);
transferPlayer(player, { hostname: LOBBY_HOST, port: LOBBY_PORT });
} catch (e) {
player.sendMessage(`§cTransfer failed: ${e.message}`);
}
@@ -45,6 +49,8 @@ function giveCompassIfMissing(player) {
world.afterEvents.playerSpawn.subscribe((event) => {
const player = event.player;
// Mark spawn time for portal protection (prevents transfer loop on arrival)
spawnTimes.set(player.name, Date.now());
// Small delay to let inventory load
system.runTimeout(() => {
try {
@@ -82,9 +88,14 @@ system.runInterval(() => {
const players = world.getAllPlayers();
for (const player of players) {
// Skip if recently transferred (cooldown)
if (recentTransfers.has(player.name) && now - recentTransfers.get(player.name) < TRANSFER_COOLDOWN) {
continue;
}
// Skip if player just spawned (prevents loop when arriving from lobby)
if (spawnTimes.has(player.name) && now - spawnTimes.get(player.name) < SPAWN_PROTECTION) {
continue;
}
const pos = player.location;
const dx = Math.abs(pos.x - portal.x);
@@ -131,7 +142,7 @@ function handleChatCommand(player, msg) {
return false;
}
// Try beforeEvents.chatSend (pre-release in some BDS versions)
// Listen for chat commands — try beforeEvents first (beta API), fall back gracefully
try {
world.beforeEvents.chatSend.subscribe((event) => {
const msg = event.message.trim().toLowerCase();
@@ -141,11 +152,13 @@ try {
system.run(() => handleChatCommand(player, msg));
}
});
} catch {
// chatSend not available — fall back to polling player chat via scriptEvent
} catch (e) {
// beforeEvents.chatSend requires beta API — chat commands won't work via chat,
// but compass and portal transfers still function
world.sendMessage("§e[Hub] §fChat commands (!hub, !lobby) unavailable — use compass or portal instead.");
}
// Fallback: listen for scriptevent commands (players run: /scriptevent hub:cmd <command>)
// scriptEvent fallback — players can use: /scriptevent hub:cmd hub
system.afterEvents.scriptEventReceive.subscribe((event) => {
if (event.id !== "hub:cmd") return;
const player = event.sourceEntity;