refactor: cleanup the code
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c7154510de
commit
ebdcdd34ae
4 changed files with 6 additions and 42 deletions
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@ -94,12 +94,9 @@ public class v1_19_R2 implements Internals {
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Optional<MojangSkin> skin;
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final ServerPlayer serverPlayer = ((CraftPlayer) player).getHandle();
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final GameProfile gameProfile = serverPlayer.getGameProfile();
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final GameProfile newGameProfile = new GameProfile(player.getUniqueId(), profileName);
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final GameProfile gameProfile = new GameProfile(player.getUniqueId(), profileName);
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final ClientboundPlayerInfoRemovePacket remove = new ClientboundPlayerInfoRemovePacket(List.of(player.getUniqueId()));
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// TODO: 1/20/23 Sets Gamemode to Survival but keeps the flying? Visual effect only?
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//final ClientboundPlayerInfoUpdatePacket init = ClientboundPlayerInfoUpdatePacket.createPlayerInitializing(List.of(serverPlayer));
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if (skinChange || changeOnlyName) {
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try {
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@ -108,7 +105,7 @@ public class v1_19_R2 implements Internals {
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if (uuid.isPresent()) {
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skin = (reset ? mojang.getSkinWithoutCaching(uuid.get()) : mojang.getSkin(uuid.get()));
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if (skin.isPresent()) {
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final PropertyMap properties = newGameProfile.getProperties();
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final PropertyMap properties = gameProfile.getProperties();
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properties.removeAll("textures");
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properties.put("textures", new Property("textures", skin.get().value(), skin.get().signature()));
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updateSelf(player);
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@ -137,7 +134,7 @@ public class v1_19_R2 implements Internals {
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field.setAccessible(true);
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field.set(init, List.of(new ClientboundPlayerInfoUpdatePacket.Entry(
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player.getUniqueId(),
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newGameProfile,
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gameProfile,
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true,
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serverPlayer.latency,
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serverPlayer.gameMode.getGameModeForPlayer(),
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@ -148,15 +145,10 @@ public class v1_19_R2 implements Internals {
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throw new RuntimeException(e);
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}
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System.out.println("======= AFTER ");
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System.out.println("init.entries().toString() = " + init.entries().toString());
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serverPlayer.connection.send(remove);
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serverPlayer.connection.send(init);
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Bukkit.getOnlinePlayers().forEach(online -> {
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ServerPlayer onlineEntityPlayer = ((CraftPlayer) online).getHandle();
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onlineEntityPlayer.connection.send(remove);
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onlineEntityPlayer.connection.send(init);
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final ServerPlayer onlinePlayer = ((CraftPlayer) online).getHandle();
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onlinePlayer.connection.send(remove);
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onlinePlayer.connection.send(init);
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});
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updateOthers(player);
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return new ActionResult();
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