Alex (TuxCoding)

Results 357 comments of Alex (TuxCoding)

I kind of understand both of your points. I think this idea can be useful, because it would allow us to verify the asynchronous usage. However the current state can...

BTW: Android has a similar concept. They use annotations (`@MainThread`, `@WorkerThread`, ...) that then provide inspection errors in `Android Studio` (syntax only checks). This has some parallels to the proposed...

Please post your LuckPerms and ProtocolLib version as well as the server log during the login attempt.

Could you please try the previous workaround: https://github.com/games647/FastLogin/releases/tag/tcpshield_update-1 Originally this workaround should be merged into FastLogin, but maybe something went wrong.

@DarrylSSY Please post the full log with the standard version

The timings report doesn't show the process of a player join and therefore isn't useful in this case.

Really good idea, because it would also improve the compatibility with other projects as it hooks directly in the Spigot code. So we could also fire normal join events. However...

> This (allow non-premium users with online-mode=true) seems only some login-protocol stuff and ProtocolLib should be able to deal with it Setting the server in onlinemode means that all client...

So what might work is an simulating `Bukkit.getOnlineMode() -> true` only for the LoginListener of Spigot. Although this seems to very difficult and potentially breaking.

Spigot fires no event before sending the `Encryption_Begin` packet. So there nothing to cancel. `AsyncPlayerPreLoginEvent` runs for example after it has been sent. Re-implement Mojang endpoint is possible although difficult,...