Errors that are a result of online mode and offline mode clashes are now clarified.
Users will now get a clearer message stating that the server is offline.
Resolves#2501
The Minecraft Java client doesn't appear to use any specific locale function in its translating. Just passing a string saves computational time in parsing a locale that will be the same result every time.
Should this be invalid behavior, we should instead cache the Locale class for a player so it doesn't have to be repeatedly calculated.
* Fixed some Scoreboard bugs and ScoreboardUpdater is now global
* Begin implementing below name support and better name display
* Use final for classes
* Revert "Begin implementing below name support and better name display"
This reverts commit 01babd636a.
* Don't remove objective if we're showing it
* Prevent concurrency exceptions when switching servers
* Properly fix the concurrency issue
* Fix inconsistencies in update cycle
* Few minor changes
* Port over this fix
* Fixed a problem that was introduced yesterday
* Cleanup
* Scores don't have to be removed before removing the objective itself
* Moved away from the general thread pool and some more changes
* Small changes
* Converted switch statements
Co-authored-by: Camotoy <20743703+Camotoy@users.noreply.github.com>
`Registering bedrock skin for PLAYERNAME` is now just confusing as it implies something to do with Floodgate's skin system when it's just for Bedrock <-> Bedrock players.
* Update config.yml
Added commented clarifications on:
1. "remote: address: auto"
2. "remote: auth-type: online"
May need formatting checks to conform with correct annotation
* Update config.yml
See #2540 - not confirmed to be resolved as we weren't able to replicate a cause for this issue but this solved the issue from artifically invoking it.
By introducing fixed maps, we are able to reduce the overhead of needing to store arbitrary numbers; fixed maps start at one number and must be sequential. This commit also reduces some overhead of lecterns in block updating as we are able to utilize our own maps to reduce object boxing and removing the function of Map#compute of trying to re-insert a value.
As Bedrock does not have world border support, this PR translates what the Java server sends us for a world border into particles and fog, while also preventing the Bedrock client from moving outside of the world border.
Co-authored-by: Luke <32024335+lukeeey@users.noreply.github.com>
Co-authored-by: ofunny <play@ofunny.world>
- Most importantly, redesign lodestone caches to be per-player.
- Redesign lodestone caches with the expectation that a client will never re-request the same value.
- Re-use lodestone IDs in a WeakHashMap to be re-used but successfully garbage-collected.
- Improved detection of query packet
- Don't initialize the QueryPacketHandler class until we verified we have query data
- Encode strings like the vanilla Minecraft server
- Faster loading times and improved latency; Geyser no longer creates a physical TCP connection to join the server
- Less configuration: remote address and port are now irrelevant
- Accurate IP addresses without needing Floodgate.
Co-authored-by: Redned <redned235@gmail.com>
* Fix trapdoor collision
* Add EqualsAndHashCode to all Collision subclasses and shift code around
EqualsAndHashCode are required on subclasses otherwise blocks will be assigned an incorrect collision instance. (Doors and trapdoors are mixed and ladder sometimes gets a DoorCollision instance).
Added protected constructor to BlockCollision to make boundingBoxes final.
Removed EmptyCollision because I don't think it is useful.
Moved conversion from ArrayNode to BoundingBoxes[] from OtherCollision to CollisionRegistryLoader
Removed regex from SnowCollision and use default bounding boxes.
* Deduplicate BlockCollision instances
* Create one set of bounding boxes for all BlockCollisions
* Don't depend on the player's block position in DoorCollision
* Fix dirt path position corrections
Grass paths were renamed to dirt path in 1.17
Fix position correction for y=1, y=2, y=255, and y=256
* Increase pushAwayTolerance depending on distance from origin
This should fix position corrections for blocks less than 1 unit in length/width at high coordinates.
This includes ladders after x 4096 or z 4096
Not too sure about the math here though
* Use ThreadLocal for position
Hopefully resolves concurrency issues
* Remove comment and add layer check to SnowCollision