Sander ten Veldhuis
Sander ten Veldhuis
I do think the way we do runtime IDs right now is very effective, so I propose network-level we just keep things the way they are. We only really need...
Depends on #524.
This is a bit of a problematic issue. Currently we explicitly make sure HandleRespawn is always called before HandleQuit to prevent the player from already effectively being disconnected. Calling any...
Not sure if classifying this as a bug is accurate. I don't know what the right course of action is here. This is expected behaviour right now.
There is no need to limit anything. Go takes care of 99% of that, we just need to make sure atomic fields are aligned properly. This only takes a couple...
Technically we already have server-sided knockback implemented, we just don't calculate it for players with a session.
This somehow needs to be a system that'd work everywhere throughout dragonfly. While commands are the most obvious case where this is an issue, there's other places that'd benefit from...
I think it might make more sense to put this in entity/player handlers.
I'm pretty sure first of all that this is associated with the XUID, not UUID. Sending invalid values for this would probably break things. I'm not sure this is worth...
Hell for content creators? Could you elaborate?