again, very annoying that we have to account for this (it makes it easier for attackers to waste CPU time and memory), but we don't really have much of a choice.
some persona skins are insanely bloated and get split into hundreds of parts.
it's quite annoying that we have to accommodate this, but we can't keep allowing players to experience login timeouts without an obvious indication what's wrong.
this will be useful for preventing resource pack sending from overloading the network.
it's not the best solution for that (since it means the RTT will limit the pack download speed), but it's easier than implementing congestion control and will work fine in most cases.
this is a pain :(
It appears the client always sorts the keys in alphabetical order due to use of std::map. However I'm not sure of the exact ordering behaviour, so it needs to be investigated.
in particular, the information from VerifyLoginTask shouldn't be sent to clients, as it could contain sensitive information.
This change only affects disconnection screens. The server log shows the same amount of information as before (though formatted differently in some cases).
Sync-prepared batches account for the vast majority of outbound packets. Avoiding these useless objects further reduces the overhead of zero-compressed packets, as the creation of these objects is a significant part of the overhead for these cases.
closes#6157
this is supported since libdeflate 1.15 and ext-libdeflate 0.2.0.
Everyone should be using these versions by now anyway, and if they aren't, they should update.
libdeflate's level 0 compression is over 20 times faster than zlib, so this is a nice performance improvement.
This allows better compensation for floating point errors introduced by the subtraction of the 1.62 height offset.
For example, if the player is at y=7 exactly, their Y coordinate will be reported as 8.62, which, because of floating point errors, will be something like `8.619999999`. Subtracting `1.62` from this (really something like `1.62000000000005...`) leads to the calculated Y coordinate being slightly below 7.
Rounding after subtracting this offset allows this to be rounded to 7 sharp. Similar errors appear in various other coordinates.
a couple of usages of properties that no longer exist couldn't be migrated.
in addition, this revealed a couple of dead properties in the default file.
this is not an ideal solution (I'd much rather model the configs using classes and map them) but in the absence of a good and reliable library to do that, this is the next best thing.
'enchant' just didn't feel right, being a verb.
All these things pertain to the act of enchanting.
This is now also consistent with CraftingTransaction etc. The ship already sailed on EnchantInventory, which will have to be renamed at a later datte. However, that was already inconsistent with 'enchanting table', so that's the odd one out here.
this is a really dumb bug and seems similar to the armor bug I fixed a while ago.
fixes#5987
it's unlikely that #5727 will be solved by this, but one can hope...