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": "Lobby Portal Transfer",
"description": "Auto-transfers players when they step into portal areas",
"uuid": "a1b2c3d4-1111-2222-3333-abcdef123456",
"version": [1, 0, 1],
"version": [1, 0, 3],
"min_engine_version": [1, 21, 0]
},
"modules": [
@@ -12,14 +12,18 @@
"type": "script",
"language": "javascript",
"uuid": "a1b2c3d4-4444-5555-6666-abcdef789012",
"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 } from "@minecraft/server";
import { transferPlayer } from "@minecraft/server-admin";
// Portal definitions: name, center position, and direct transfer target
const portals = [
@@ -11,9 +12,16 @@ const PORTAL_RADIUS_X = 2.5;
const PORTAL_RADIUS_Z = 2.0;
const PORTAL_RADIUS_Y = 2.0;
const COOLDOWN_TICKS = 100; // 5 seconds cooldown
const SPAWN_PROTECTION_TICKS = 200; // 10 seconds — ignore portal detection after spawn
// Track cooldowns per player
const cooldowns = new Map();
// Track when players spawned (to prevent transfer loop on arrival)
const spawnTicks = new Map();
world.afterEvents.playerSpawn.subscribe((event) => {
spawnTicks.set(event.player.id, system.currentTick);
});
system.runInterval(() => {
for (const player of world.getAllPlayers()) {
@@ -24,6 +32,10 @@ system.runInterval(() => {
const lastTransfer = cooldowns.get(playerId) || 0;
if (system.currentTick - lastTransfer < COOLDOWN_TICKS) continue;
// Skip if player just spawned (prevents loop when arriving from child world)
const spawnedAt = spawnTicks.get(playerId) || 0;
if (system.currentTick - spawnedAt < SPAWN_PROTECTION_TICKS) continue;
for (const portal of portals) {
const dx = Math.abs(pos.x - portal.x);
const dy = Math.abs(pos.y - portal.y);
@@ -33,7 +45,7 @@ system.runInterval(() => {
cooldowns.set(playerId, system.currentTick);
player.sendMessage(`§6Transferring to ${portal.name}...`);
try {
player.runCommand(`transfer ${player.name} ${portal.host} ${portal.port}`);
transferPlayer(player, { hostname: portal.host, port: portal.port });
} catch (e) {
player.sendMessage(`§cTransfer failed: ${e.message}`);
}
@@ -43,9 +55,10 @@ system.runInterval(() => {
}
}, 10); // Check every half second
// Clean up cooldowns when players leave
// Clean up tracking when players leave
world.afterEvents.playerLeave.subscribe((event) => {
cooldowns.delete(event.playerId);
spawnTicks.delete(event.playerId);
});
system.run(() => {