Comments (2)
With the introduction of the ItemStackRequest
system, it's possible to avoid processing client-side NBT entirely. This makes it even more desirable to be able to avoid decoding it when received from the client
from bedrockprotocol.
Implemented by 51f5399.
This also permitted the deletion of PacketSerializerContext
and various internal cleanups.
from bedrockprotocol.
Related Issues (20)
- StructureSettings doesn't include the `allowNonTickingPlayerAndTickingAreaChunks` field HOT 3
- ItemStackRequest misses TextProcessingEventOrigin at very end
- BossEventPacket PR for colors missed a field HOT 1
- Tidy up unknowns in BossEventPacket
- LevelSoundEvent map is not updated HOT 1
- Badly named `CraftingMarkSecondaryResultStackRequestAction` and its fields HOT 1
- Remove PacketBatch HOT 1
- Overengineered PacketBatch::getPackets() HOT 1
- Make MoveActorDeltaPacket less obnoxious to use
- Start using native enums HOT 1
- PacketSerializer error when using MobEquipmentPacket HOT 6
- Performance impact of using closures to handle item decoding
- Please adding new entity HOT 2
- Error: Whenever i use CorrectPlayerMovePredictionPacket, i get server sent broken packet HOT 11
- Bedrock Protocol
- Missing bool field in SpawnParticleEffectPacket
- Incorrect encoding of data in LevelEventGenericPacket HOT 4
- CommandParameter type mismatch HOT 1
- Require usage of ::create() for packets
- ClientboundMapItemDataPacket Crash
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from bedrockprotocol.