Release 2.6.18
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@@ -50,6 +50,10 @@ import org.apache.logging.log4j.Logger;
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//$$ import net.minecraft.network.handler.NetworkStateTransitions;
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//$$ import net.minecraft.network.handler.NetworkStateTransitions;
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//$$ import net.minecraft.network.packet.s2c.config.ReadyS2CPacket;
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//$$ import net.minecraft.network.packet.s2c.config.ReadyS2CPacket;
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//$$ import net.minecraft.network.state.LoginStates;
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//$$ import net.minecraft.network.state.LoginStates;
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//#else
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//#if MC>=12002
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//$$ import net.minecraft.network.packet.s2c.login.LoginSuccessS2CPacket;
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//#endif
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//#endif
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//#endif
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//#if MC>=12002
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//#if MC>=12002
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@@ -394,6 +398,13 @@ public class PacketListener extends ChannelInboundHandlerAdapter {
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//$$ }
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//$$ }
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//#else
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//#else
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//#if MC>=10800
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//#if MC>=10800
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//#if MC>=12002
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//$$ // Special case for our initial LoginSuccess packet which we only save after the pipeline has already
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//$$ // started to transition to the next phase
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//$$ if (packet instanceof LoginSuccessS2CPacket) {
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//$$ connectionState = NetworkState.LOGIN;
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//$$ }
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//#endif
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Integer packetId = connectionState.getPacketId(NetworkSide.CLIENTBOUND, packet);
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Integer packetId = connectionState.getPacketId(NetworkSide.CLIENTBOUND, packet);
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//#else
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//#else
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//$$ Integer packetId = (Integer) connectionState.func_150755_b().inverse().get(packet.getClass());
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//$$ Integer packetId = (Integer) connectionState.func_150755_b().inverse().get(packet.getClass());
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@@ -1528,6 +1528,12 @@ public class FullReplaySender extends ChannelInboundHandlerAdapter implements Re
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timestamp = (int) data.getTime();
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timestamp = (int) data.getTime();
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com.replaymod.replaystudio.protocol.Packet packet = data.getPacket();
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com.replaymod.replaystudio.protocol.Packet packet = data.getPacket();
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type = packet.getType();
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type = packet.getType();
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// Workaround for ReplayMod 2.7.16-17 saving the LoginSuccess packet with an incorrect packet id
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// A fake one will have been sythesized by ReplayStudo, so we can simply drop the broken one.
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if (packet.getId() == -1) {
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bytes = new byte[0];
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return;
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}
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// We need to re-encode ReplayStudio packets, so we can later decode them as NMS packets
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// We need to re-encode ReplayStudio packets, so we can later decode them as NMS packets
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// The main reason we aren't reading them as NMS packets is that we want ReplayStudio to be able
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// The main reason we aren't reading them as NMS packets is that we want ReplayStudio to be able
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// to apply ViaVersion (and potentially other magic) to it.
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// to apply ViaVersion (and potentially other magic) to it.
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@@ -1 +1 @@
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2.6.17
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2.6.18
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