These are chat archives for MylesIsCool/ViaVersion

23rd
Aug 2016
Myles
@MylesIsCool
Aug 23 2016 18:02
@MrPowerGamerBR Do you use any skull plugins?
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:03
@MylesIsCool what would be "skull plugins"?
Also, I forgot to say, but some skulls are still crashing some clients, idk why
I know what triggers the skull crash, if you give a skull and do .setOwner("any_name_that_doesnt_have_a_original_mc_account"); it crashes
Myles
@MylesIsCool
Aug 23 2016 18:04
I have a guy who has provided me with nbt data
of one
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:07
@MylesIsCool yay
I don't know if it is related to my issue tho.
Myles
@MylesIsCool
Aug 23 2016 18:08
but idk if I can fix
it's related to value url being invalid
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:08
I know mine is because of the Signature being null, but it sometimes removes the issue
*empty
But I think the client crashes because SEP doesn't fix skulls on the player's inventory
Myles
@MylesIsCool
Aug 23 2016 18:09
it does?
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:09
@MylesIsCool huh?
then idk
I know that, if I join with 1.7.2 and remove the skull from the player's inventory
Myles
@MylesIsCool
Aug 23 2016 18:09
oh wait
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:09
The skull is magically fixed
Myles
@MylesIsCool
Aug 23 2016 18:09
did I never add the login hook
wtf did i do
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:09
lol
@MylesIsCool but it doesn't fix the skulls when the item is added to the player's inventory, right?
Myles
@MylesIsCool
Aug 23 2016 18:13
uh
yes
it does?
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:13
then idk
Myles
@MylesIsCool
Aug 23 2016 18:13
it needs some work
tbh
I'm gonna do a few improvements
to try fix some stuff
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:13
Because... well
Myles
@MylesIsCool
Aug 23 2016 18:13
could you link me your code
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:13
wait a min
Ignore the ugly code
That's the only thing I changed in the code
                            if (((NbtCompound) texture).containsKey("Signature")) {
                                NbtCompound text = (NbtCompound) texture;

                                if (text.getString("Signature").equals("")) {
                                    root.remove("SkullOwner");
                                    return true;
                                }
                            }

                            if (((NbtCompound) texture).containsKey("Value")) {
                                NbtCompound text = (NbtCompound) texture;

                                if (text.getString("Value").equals("")) {
                                    root.remove("SkullOwner");
                                    return true;
                                }
}
                            if (((NbtCompound) texture).containsKey("Signature")) {
                                NbtCompound text = (NbtCompound) texture;

                                if (text.getString("Signature").equals("")) {
                                    root.remove("Owner");
                                    return true;
                                }
                            }

                            if (((NbtCompound) texture).containsKey("Value")) {
                                NbtCompound text = (NbtCompound) texture;

                                if (text.getString("Value").equals("")) {
                                    root.remove("Owner");
                                    return true;
                                }
}
I think checking for the Value == "" is unnecessary because I don't know if a skull with Value == "" will crash the client
But Signature == "" crashes the client
Myles
@MylesIsCool
Aug 23 2016 18:33
Could you try latest dev build on build server <3
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:36
@MylesIsCool will test it ASAP :)
@MylesIsCool I'm just looking at the new changes but... did you add the Signature == 0 check in the Block and the Item isExploit check?
Myles
@MylesIsCool
Aug 23 2016 18:39
I forgot to stage the rest of my files
:|
Should work fine now
;)
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 18:41
@MylesIsCool I will test it ASAP
(well, if I stop complaining about skull crashing clients, then it is fixed)
Myles
@MylesIsCool
Aug 23 2016 18:42
I got a big server owner testing too
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:40
@MylesIsCool I don't know if you know the answer to this, but I will ask anyway (maybe someone knows a solution): On my server sometimes entities disappear until the client relog or if they go far away and then come back to the entity location.
I seen this happening with Armor Stands and Item Frames, and most of the times this bug happens when there is a bunch entities near
Mats
@Matsv
Aug 23 2016 19:41
Any chance that it said 'Failed to render entity' or something like that in the client console?
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:42
@Matsv huh, maybe that's the issue
I remember that error showing in the console
Mats
@Matsv
Aug 23 2016 19:42
I got that when I fucked up with metadata
Probably one of your plugins :P
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:42
@Matsv yay, time to find out what plugin is affecting this!
Mats
@Matsv
Aug 23 2016 19:43
Hello 100 plugins!
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:43
But first I need to check if this error still happens
(I forgot that I disabled the "Keep launcher open" in my 1.8.8 profile)
@Matsv also, it wouldn't be "that" difficult trying to find out what plugin it is, my server only has a lot of plugins because I do everything in separate plugins
Example: this is a plugin. https://i.sli.mg/tlrQ1B.png (ignore the errors, I renamed my dependencies folder to test something)
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:48
@Matsv nope, no errors in the client console
This is what happens:
Still buggy but has more item frames
Myles
@MylesIsCool
Aug 23 2016 19:50
@MrPowerGamerBR if you use chunk bulk listeners make sure they're async
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:51
@MylesIsCool that what I thought first, Torch-1.8.8 has chunk async, and that was causing more entity metadata bugs (Example: sometimes the Armor Stand would be completely normal but if I relog the armor stand metadata would come back), changing to TacoSpigot fixed the issue
Or whatever the fuck it had that broke Entity Metadata constantly
@MylesIsCool wait a minute
Oh
@MylesIsCool they need to be async?
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:56
@MylesIsCool however, changing them to be async won't break signs? (Unable to find sign at...)
Myles
@MylesIsCool
Aug 23 2016 19:58
they break via
if they're not async
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:59
@MylesIsCool but only bulk?
I'm listening to single chunk packets
Myles
@MylesIsCool
Aug 23 2016 19:59
oh ye, that's fine
ignore me
<3<3
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 19:59
Okay, then I have no idea how to fix this issue
There are no chunk bulk listeners (/protocol listeners)
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 20:30
@MylesIsCool it seems the SkullExploitPatch update fixed the issue
MrPowerGamerBR
@MrPowerGamerBR
Aug 23 2016 20:37
Huh, it seems resetting spigot.yml and paper.yml fixed the missing Item Frame/Armor Stand issue