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NetworkSession: allow Player to handle its own business in chunk sending
these checks should appear consistently in all of these async callbacks.
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@ -916,11 +916,6 @@ class NetworkSession{
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if(!$this->isConnected()){
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return;
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}
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$currentWorld = $this->player->getLocation()->getWorld();
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if($world !== $currentWorld or !$this->player->isUsingChunk($chunkX, $chunkZ)){
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$this->logger->debug("Tried to send no-longer-active chunk $chunkX $chunkZ in world " . $world->getFolderName());
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return;
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}
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$currentWorld->timings->syncChunkSend->startTiming();
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try{
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$this->queueCompressed($promise);
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