Revision Launch Checklist: Difference between revisions

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The purpose of this page is to create a checklist of things that need to happen every time a new revision is launched.
The purpose of this page is to create a checklist of things that need to happen every time a new revision is launched. '''Please update with any missing steps''' - I'm sure I've missed many important things that have to get done.


== Patch Updates ==
== Patch Updates ==
Line 11: Line 11:
* Update wrappers
* Update wrappers
* Make sure every server has the proper configuration of fully-updated plugins (see below)
* Make sure every server has the proper configuration of fully-updated plugins (see below)
* Decide how various features of new patch will be implemented (fully enabled; enabled with restrictions; disabled; etc.)


=== Nerd-developed Plugins ===
=== Nerd-developed Plugins ===
Line 79: Line 80:


=== Map Building ===
=== Map Building ===
* Build the map
* Build the spawn
** Make sure the rules are clear, uncluttered, up-to-date, and comprehensive.
** It's generally a good idea to fill in the caves under spawn via WorldEdit, if you don't intend to provide a way for users to access them.
* Build roads leading out of spawn
* Import builds coming from other servers (such as spawns built on test servers, or builds from contests)
** All nerd servers share a symbolic schematic folder, so a schematic saved on one can immediately be accessed from another. Procedure:
*** Select the region you want to turn into a schematic with the WorldEdit tool.
*** Type //copy, then //save (schematic name).
*** Go to the server where you intend to put the schematic, and stand in the spot (relative to where you copied/saved) that you want it placed.
*** Type //load (schematic name), then //paste.
*** Type //undo if you need to try again.
** If the schematic is coming from a non-nerd server, you will need a tech admin to help.
** Remember - very large schematics can and WILL crash the server, preventing you from //undo'ing a bad paste! Be careful, and consider splitting up your schematic into smaller ones.
** Double-check all builds inside and out to make sure they are appropriate for the new map (e.g., chests full of loot that are supposed to be empty), especially from build contests.
* Construct any other builds you may intend on using
** Creative: 8bit, bigtown, etc.
** Survival: arena
* Create nether portals - best technique for doing so is as follows:
** Build the portal in the main world - don't light it yet - and note the exact (x,y,z) coordinates and orientation. Make a temp warp here.
** Build a portal in the nether - don't light it yet - with coordinates (x/8, y, z/8) and the same orientation. It's okay if you're off a couple blocks. Make a temp warp here.
** Using the temp warps, light both ends, and make sure they connect properly in both directions.
* Set warps
** All servers will need /warp spawn
** S needs /warp arena at an appropriate spot in the arena for spectators to appear
** P and S will probably want /warp nether which takes you somewhere in the nether
** C will want warps like /warp 8bit, /warp bigtown, etc.
* Create protections (always use /cregion whenever possible!)
** Set flags on the global region: vehicle-place, vehicle-destroy, chest-access, and (on PVE) pvp-deny
*** This ensures that vehicles and chests can be used on the whole map, even if some people use /region directly.
** Protect spawn, sky to bedrock
*** On Survival, you'll have two primary regions for spawn:
**** The region before "dropping down", which should be a build-protected PVE zone.
**** The region after "dropping down", which should be a build-protected PVP zone.
*** On PVE, make sure the farms have subregions that enable users to edit them.
** Protect roads
*** On C, protection should probably be sky to bedrock
*** On S/P, protection may be limited to some number of blocks both above and below
** Protect any other structures you've imported/built
** Protect nether portals (in both the main world and the nether)
*** On S, main world portals usually get protected sky-to-bedrock; nether world portals are protected in a 10-block radius or so.
** On S (and possibly P): protect one end portal room, and one or more blaze spawners (this makes sure the end and blazes are always accessible)
** Survival arena protections are tricky - talk to Bestor or Tharine and/or read [[Survival Arenas]]
* If you plan to do any special events during the revision that need build space, set it aside and protect it now


=== Technical Steps ===
=== Technical Steps ===
Line 84: Line 130:
* Take backup of previous map, and upload it to nerd.nu/backups
* Take backup of previous map, and upload it to nerd.nu/backups
* Use previous map backup to generate and post a final cartograph
* Use previous map backup to generate and post a final cartograph
* Check hard drive free space - remove unnecessary files (e.g. very old backups) as needed to clear room
* Check that backup script is operational
* Clear databases from previous revision
** CommandHelper (warps, etc.)
** ModReq
** SafeBuckets
** LogBlock
** LWC
** WorldGuard (protections)
** nerd.nu/survival
* Pre-generate all map chunks (if it's a custom map, you shouldn't need to do this)
* Make sure the MOTD is up-to-date
* Remove any whitelists for map construction, if used

Latest revision as of 19:11, 12 June 2013

The purpose of this page is to create a checklist of things that need to happen every time a new revision is launched. Please update with any missing steps - I'm sure I've missed many important things that have to get done.

Patch Updates

These steps need to be taken every time a new major Minecraft patch is released. (Everything here is accurate as of the 1.5 release patch.)

Infrastructure

  • Make sure CraftBukkit is updated (we usually wait for at least a beta build, if not recommended): http://dl.bukkit.org/downloads/craftbukkit/
  • Update NerdBukkit (used on Creative only)
  • Update wrappers
  • Make sure every server has the proper configuration of fully-updated plugins (see below)
  • Decide how various features of new patch will be implemented (fully enabled; enabled with restrictions; disabled; etc.)

Nerd-developed Plugins

The following chart shows which plugins developed by this community are used on each server. They each need to be updated and tested extensively (on temp chaos or some other temp server) for the new patch.

Plugin C P S
CommandBlock X X X
CommandHelper X X X
KitchenSink X X X
LolNo X X X
MCBouncer X X X
MobLimiter X
ModMode X X X
ModReq X X X
NerdMessage X X X
NerdSpawn X X X
NoLog X
PlumpXP X
removeframes X
SafeBuckets X X
TPControl X X X

Non-Nerd-developed Plugins

The following chart shows which plugins NOT developed by this community are used on each server. For these, we generally need to either wait for the plugin to be updated for the new patch, then test it extensively (on temp chaos or some other temp server) for the new patch. If the plugin is relatively simple and not critical to operation, it might be sufficient to try running the existing version of the plugin on the next patch.

Plugin C P S
bPermissions X X X
LogBlock X X X
LWC X X
NoCheatPlus X X X
ProperTime X X X
WorldBorder X X X
WorldEdit X X X
WorldGuard X X X

Revision Launches

These steps should be taken every time a new revision is launched.

Map Building

  • Build the map
  • Build the spawn
    • Make sure the rules are clear, uncluttered, up-to-date, and comprehensive.
    • It's generally a good idea to fill in the caves under spawn via WorldEdit, if you don't intend to provide a way for users to access them.
  • Build roads leading out of spawn
  • Import builds coming from other servers (such as spawns built on test servers, or builds from contests)
    • All nerd servers share a symbolic schematic folder, so a schematic saved on one can immediately be accessed from another. Procedure:
      • Select the region you want to turn into a schematic with the WorldEdit tool.
      • Type //copy, then //save (schematic name).
      • Go to the server where you intend to put the schematic, and stand in the spot (relative to where you copied/saved) that you want it placed.
      • Type //load (schematic name), then //paste.
      • Type //undo if you need to try again.
    • If the schematic is coming from a non-nerd server, you will need a tech admin to help.
    • Remember - very large schematics can and WILL crash the server, preventing you from //undo'ing a bad paste! Be careful, and consider splitting up your schematic into smaller ones.
    • Double-check all builds inside and out to make sure they are appropriate for the new map (e.g., chests full of loot that are supposed to be empty), especially from build contests.
  • Construct any other builds you may intend on using
    • Creative: 8bit, bigtown, etc.
    • Survival: arena
  • Create nether portals - best technique for doing so is as follows:
    • Build the portal in the main world - don't light it yet - and note the exact (x,y,z) coordinates and orientation. Make a temp warp here.
    • Build a portal in the nether - don't light it yet - with coordinates (x/8, y, z/8) and the same orientation. It's okay if you're off a couple blocks. Make a temp warp here.
    • Using the temp warps, light both ends, and make sure they connect properly in both directions.
  • Set warps
    • All servers will need /warp spawn
    • S needs /warp arena at an appropriate spot in the arena for spectators to appear
    • P and S will probably want /warp nether which takes you somewhere in the nether
    • C will want warps like /warp 8bit, /warp bigtown, etc.
  • Create protections (always use /cregion whenever possible!)
    • Set flags on the global region: vehicle-place, vehicle-destroy, chest-access, and (on PVE) pvp-deny
      • This ensures that vehicles and chests can be used on the whole map, even if some people use /region directly.
    • Protect spawn, sky to bedrock
      • On Survival, you'll have two primary regions for spawn:
        • The region before "dropping down", which should be a build-protected PVE zone.
        • The region after "dropping down", which should be a build-protected PVP zone.
      • On PVE, make sure the farms have subregions that enable users to edit them.
    • Protect roads
      • On C, protection should probably be sky to bedrock
      • On S/P, protection may be limited to some number of blocks both above and below
    • Protect any other structures you've imported/built
    • Protect nether portals (in both the main world and the nether)
      • On S, main world portals usually get protected sky-to-bedrock; nether world portals are protected in a 10-block radius or so.
    • On S (and possibly P): protect one end portal room, and one or more blaze spawners (this makes sure the end and blazes are always accessible)
    • Survival arena protections are tricky - talk to Bestor or Tharine and/or read Survival Arenas
  • If you plan to do any special events during the revision that need build space, set it aside and protect it now

Technical Steps

  • Take backup of previous map, and upload it to nerd.nu/backups
  • Use previous map backup to generate and post a final cartograph
  • Check hard drive free space - remove unnecessary files (e.g. very old backups) as needed to clear room
  • Check that backup script is operational
  • Clear databases from previous revision
    • CommandHelper (warps, etc.)
    • ModReq
    • SafeBuckets
    • LogBlock
    • LWC
    • WorldGuard (protections)
    • nerd.nu/survival
  • Pre-generate all map chunks (if it's a custom map, you shouldn't need to do this)
  • Make sure the MOTD is up-to-date
  • Remove any whitelists for map construction, if used