geforkt von Mirrors/Velocity
Update 1.21.2 client support #5
@ -53,8 +53,6 @@ import java.util.HashMap;
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import java.util.Map;
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import java.util.Map;
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import java.util.Optional;
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import java.util.Optional;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.CompletableFuture;
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import net.kyori.adventure.nbt.CompoundBinaryTag;
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import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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import org.checkerframework.checker.nullness.qual.Nullable;
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import org.checkerframework.checker.nullness.qual.Nullable;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.NotNull;
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@ -72,7 +70,6 @@ public class VelocityServerConnection implements MinecraftConnectionAssociation,
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private boolean gracefulDisconnect = false;
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private boolean gracefulDisconnect = false;
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private BackendConnectionPhase connectionPhase = BackendConnectionPhases.UNKNOWN;
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private BackendConnectionPhase connectionPhase = BackendConnectionPhases.UNKNOWN;
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private final Map<Long, Long> pendingPings = new HashMap<>();
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private final Map<Long, Long> pendingPings = new HashMap<>();
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private @MonotonicNonNull CompoundBinaryTag activeDimensionRegistry;
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/**
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/**
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* Initializes a new server connection.
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* Initializes a new server connection.
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@ -366,12 +363,4 @@ public class VelocityServerConnection implements MinecraftConnectionAssociation,
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public boolean hasCompletedJoin() {
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public boolean hasCompletedJoin() {
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return hasCompletedJoin;
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return hasCompletedJoin;
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}
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}
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public CompoundBinaryTag getActiveDimensionRegistry() {
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return activeDimensionRegistry;
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}
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public void setActiveDimensionRegistry(CompoundBinaryTag activeDimensionRegistry) {
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this.activeDimensionRegistry = activeDimensionRegistry;
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}
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}
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}
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@ -565,8 +565,6 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
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}
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}
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}
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}
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destination.setActiveDimensionRegistry(joinGame.getRegistry()); // 1.16
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// Remove previous boss bars. These don't get cleared when sending JoinGame, thus the need to
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// Remove previous boss bars. These don't get cleared when sending JoinGame, thus the need to
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// track them.
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// track them.
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for (UUID serverBossBar : serverBossBars) {
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for (UUID serverBossBar : serverBossBars) {
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