This field was added to the action in 1.21.20. Previously, the client would behave as if clicking the crafting result slot many times. Now it behaves more like recipe book shift-clicking.
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.