Fix up player disguises skins
This commit is contained in:
parent
6e77551f2e
commit
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260
config.yml
260
config.yml
@ -1,130 +1,130 @@
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# Shall I notify people of a LibsDisguises update?
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NotifyUpdate: true
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# Whats the permission to get the notification?
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Permission: 'libsdisguises.update'
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# Whats the max size allowed for command disguiseradius
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DisguiseRadiusMax: 50
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# Whats the max size allowed for command undisguiseradius
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UndisguiseRadiusMax: 50
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# Shall the players view their disguises?
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# Best used when viewing yourself in 3rd person
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ViewSelfDisguises: true
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# Shall I disguise the sounds?
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# This turns your damage sound into a MOOOO
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DisguiseSounds: true
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# Shall the disguised hear their disguise sounds or their damage sounds.
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# I disable this as it can be a little confusing when not used with self disguises
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HearSelfDisguise: true
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# Shall I send the velocity packets? I REALLY recommend you don't disable.
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# This is the only thing allowing the mobs to fly without glitching out.
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SendVelocity: true
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# For self disguises, they need to have the armor and the held item removed
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# Else they see floating armor, floating held items.
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# This turns the items invisible in the disguised players inventory. It does not actually remove them!
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RemoveArmor: true
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RemoveHeldItem: false
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# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
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# Set this to true if you want the disguise to get the animations of the disguised entity. Such as invisible, on fire, sprinting, sneaking, blocking
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# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
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AddEntityAnimations: true
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# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheeps wool or the wolfs collar as dyed.
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# This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed.
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# Its currently set to false which means that the color is not changed and will refresh itself to the player.
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# Please note that this will not remove the dye from their hands. This also does not check if the disguised entity is actually a sheep/wolf and wants a say in its color.
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DyeableSheep: false
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DyeableWolf: false
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# This is only called into action when the disguise is constructed using the commands.
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# And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance.
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# Such as prophunt. Its also false because its kind of a retarded feature.
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# This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head.
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# This also overrides any custom name they have set in their disguise options.
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ShowNamesAboveDisguises: false
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# This supports the above option.
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# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
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NameAboveHeadAlwaysVisible: true
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# This modifys the bounding box, This is stuff like can a arrow hit them.
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# If you turn this to true, arrows will act like they hit the disguise in the right place!
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# So someone disguised as a enderdragon will easily get shot down by arrows!
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# This WILL conflict with NoCheatPlus. Other plugins may also get problems.
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# This shouldn't really be enabled for players as it also interferes with their movement because the server thinks the player is larger than he really is.
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# That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks.
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ModifyBoundingBox: false
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# This prevents disguised players from being targeted by monsters.
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# This doesn't prevent their targeting you if already targeting when disguised
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# They will just ignore you unless provoked.
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MonstersIgnoreDisguises: false
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# Sigh. People are going to want this.
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# So lets make your disguise blown if you are attacked..
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# Works only for disguised players when attacked by a entity (arrow, monster. etc)
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# This will blow all disguises he has on him
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BlowDisguises: false
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BlownDisguiseMessage: '&cYour disguise was blown!'
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#Stop shulker disguises from moving, they're weird. This option only effects PLAYERS that are disguised, other entities disguised as shulkers will NOT be effected!
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StopShulkerDisguisesFromMoving: true
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# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
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DisguiseEntityExpire: 10
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# Another option to choose the same thing for DisguiseClone command
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DisguiseCloneExpire: 10
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# Max disguises to store at a time with the DisguiseClone command
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DisguiseCloneSize: 3
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# This I don't really recommend turning on as it can make a memory leak..
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# These disguises, as normal will not persist after a server restart.
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# There is also no EntityDeath option as entities do not revive after death.
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KeepDisguises:
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EntityDespawn: false
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PlayerDeath: false
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PlayerLogout: false
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# This controls if a entitys max health is determined by the entity, or by the disguise.
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# Wither is 200, a player is 20. With this enabled, a player disguised as a wither will have the boss bar health accurate to the players health.
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# Else it will be 1/20 of the boss bar when he is full health.
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# Setting this in LivingWatcher overrides both values.
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MaxHealthDeterminedByEntity: true
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# This here is a option to turn off misc disguises.
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# This means you can not have a living entity disguise as a non-living entity.
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# This disables the Attributes packet, Non-living entities can still disguise as other non-living
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# This means that the above option will not work as it uses the attribute packet.
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MiscDisguisesForLiving: true
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# Turn this to true to have players undisguised when switching worlds
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UndisguiseOnWorldChange: false
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# Contact Mojang's servers? Disabling this option will disable player skin disguises!
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ContactMojangServers: true
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# This will help performance, especially with CPU
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# Due to safety reasons, self disguises can never have their packets disabled.
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PacketsEnabled:
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# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
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# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
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Animation: true
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# Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player
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# This also sends a chunk packet at key positions else it doesn't work for 1.8. Lazyness means it does it for older versions too currently.
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Bed: true
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# This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it
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# This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well
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Collect: true
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# This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching.
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EntityStatus: true
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# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
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# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
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Equipment: true
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# This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data.
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# This means that entity metadata will not change, and will only be sent in the spawn packet.
|
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# This is good if performance is extremely in need.
|
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# This is bad to disable unless you are ONLY going to use the disguises for decorations.
|
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# To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect.
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# Animations set by use of the api or through the disguise command are still in effect.
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Metadata: true
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# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
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# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
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Movement: true
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# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
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Riding: true
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# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
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WitherSkull: true
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# Shall I notify people of a LibsDisguises update?
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NotifyUpdate: true
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# Whats the permission to get the notification?
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Permission: 'libsdisguises.update'
|
||||
# Whats the max size allowed for command disguiseradius
|
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DisguiseRadiusMax: 50
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# Whats the max size allowed for command undisguiseradius
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UndisguiseRadiusMax: 50
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# Shall the players view their disguises?
|
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# Best used when viewing yourself in 3rd person
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ViewSelfDisguises: true
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# Shall I disguise the sounds?
|
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# This turns your damage sound into a MOOOO
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DisguiseSounds: true
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# Shall the disguised hear their disguise sounds or their damage sounds.
|
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# I disable this as it can be a little confusing when not used with self disguises
|
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HearSelfDisguise: true
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# Shall I send the velocity packets? I REALLY recommend you don't disable.
|
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# This is the only thing allowing the mobs to fly without glitching out.
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SendVelocity: true
|
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# For self disguises, they need to have the armor and the held item removed
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# Else they see floating armor, floating held items.
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# This turns the items invisible in the disguised players inventory. It does not actually remove them!
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RemoveArmor: true
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RemoveHeldItem: false
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# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
|
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# Set this to true if you want the disguise to get the animations of the disguised entity. Such as invisible, on fire, sprinting, sneaking, blocking
|
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# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
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AddEntityAnimations: true
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# When a sheep or wolf is right clicked with dye. The client automatically assumes it was successful and displays the sheeps wool or the wolfs collar as dyed.
|
||||
# This is a option that either prevents that happening, or it changes their color officially in the plugin so that everyone sees it changed.
|
||||
# Its currently set to false which means that the color is not changed and will refresh itself to the player.
|
||||
# Please note that this will not remove the dye from their hands. This also does not check if the disguised entity is actually a sheep/wolf and wants a say in its color.
|
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DyeableSheep: false
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DyeableWolf: false
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# This is only called into action when the disguise is constructed using the commands.
|
||||
# And when the disguise supports that. This will not be used at all for plugins constructing the disguises for instance.
|
||||
# Such as prophunt. Its also false because its kind of a retarded feature.
|
||||
# This is pretty simple. It shows the players displayname (Name as it appears in chat) above their head.
|
||||
# This also overrides any custom name they have set in their disguise options.
|
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ShowNamesAboveDisguises: false
|
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# This supports the above option.
|
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# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
|
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NameAboveHeadAlwaysVisible: true
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# This modifys the bounding box, This is stuff like can a arrow hit them.
|
||||
# If you turn this to true, arrows will act like they hit the disguise in the right place!
|
||||
# So someone disguised as a enderdragon will easily get shot down by arrows!
|
||||
# This WILL conflict with NoCheatPlus. Other plugins may also get problems.
|
||||
# This shouldn't really be enabled for players as it also interferes with their movement because the server thinks the player is larger than he really is.
|
||||
# That makes the player unable to approach this building because the server thinks he is trying to glitch inside blocks.
|
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ModifyBoundingBox: false
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# This prevents disguised players from being targeted by monsters.
|
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# This doesn't prevent their targeting you if already targeting when disguised
|
||||
# They will just ignore you unless provoked.
|
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MonstersIgnoreDisguises: false
|
||||
# Sigh. People are going to want this.
|
||||
# So lets make your disguise blown if you are attacked..
|
||||
# Works only for disguised players when attacked by a entity (arrow, monster. etc)
|
||||
# This will blow all disguises he has on him
|
||||
BlowDisguises: false
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BlownDisguiseMessage: '&cYour disguise was blown!'
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#Stop shulker disguises from moving, they're weird. This option only effects PLAYERS that are disguised, other entities disguised as shulkers will NOT be effected!
|
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StopShulkerDisguisesFromMoving: true
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# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
|
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DisguiseEntityExpire: 10
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||||
|
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# Another option to choose the same thing for DisguiseClone command
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DisguiseCloneExpire: 10
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# Max disguises to store at a time with the DisguiseClone command
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DisguiseCloneSize: 3
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|
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# This I don't really recommend turning on as it can make a memory leak..
|
||||
# These disguises, as normal will not persist after a server restart.
|
||||
# There is also no EntityDeath option as entities do not revive after death.
|
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KeepDisguises:
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EntityDespawn: false
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PlayerDeath: false
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PlayerLogout: false
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# This controls if a entitys max health is determined by the entity, or by the disguise.
|
||||
# Wither is 200, a player is 20. With this enabled, a player disguised as a wither will have the boss bar health accurate to the players health.
|
||||
# Else it will be 1/20 of the boss bar when he is full health.
|
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# Setting this in LivingWatcher overrides both values.
|
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MaxHealthDeterminedByEntity: true
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|
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# This here is a option to turn off misc disguises.
|
||||
# This means you can not have a living entity disguise as a non-living entity.
|
||||
# This disables the Attributes packet, Non-living entities can still disguise as other non-living
|
||||
# This means that the above option will not work as it uses the attribute packet.
|
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MiscDisguisesForLiving: true
|
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|
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# Turn this to true to have players undisguised when switching worlds
|
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UndisguiseOnWorldChange: false
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|
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# Contact Mojang's servers? Disabling this option will disable player skin disguises!
|
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ContactMojangServers: true
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|
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# This will help performance, especially with CPU
|
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# Due to safety reasons, self disguises can never have their packets disabled.
|
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PacketsEnabled:
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# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
|
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# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
|
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Animation: true
|
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# Disabling this means that you can't use the setSleeping option on a player disguise. Also you will crash anyone watching when you try to sleep in a bed if disguised as a non-player
|
||||
# This also sends a chunk packet at key positions else it doesn't work for 1.8. Lazyness means it does it for older versions too currently.
|
||||
Bed: true
|
||||
# This disguises the collect packet. If a living entity disguised as a non-living entity picks up a item. People will crash. This fixes it
|
||||
# This also fixes people crashing if a item disguised as a sleeping player is picked up - Only true if Bed is enabled as well
|
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Collect: true
|
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# This disables a fix for when a disguised entity wearing armor dies, if the disguise can wear armor. It drops unpickupable items to anyone watching.
|
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EntityStatus: true
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# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
|
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# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
|
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Equipment: true
|
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# This doesn't actually disable the packet. It would introduce problems. Instead it does the next best thing and caches the data.
|
||||
# This means that entity metadata will not change, and will only be sent in the spawn packet.
|
||||
# This is good if performance is extremely in need.
|
||||
# This is bad to disable unless you are ONLY going to use the disguises for decorations.
|
||||
# To be honest. This is basically "Disable entity animations". That option is called 'AddEntityAnimations' in the config but unlike that, this is always in effect.
|
||||
# Animations set by use of the api or through the disguise command are still in effect.
|
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Metadata: true
|
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# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
|
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# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
|
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Movement: true
|
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# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
|
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Riding: true
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# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
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WitherSkull: true
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@ -14,28 +14,14 @@ import me.libraryaddict.disguise.utilities.ReflectionManager;
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public class PlayerDisguise extends TargetedDisguise
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{
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private LibsProfileLookup currentLookup;
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private WrappedGameProfile gameProfile;
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private String playerName;
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private String skinToUse;
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public PlayerDisguise(String name)
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private PlayerDisguise()
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{
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if (name.length() > 16)
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{
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name = name.substring(0, 16);
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}
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playerName = name;
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createDisguise(DisguiseType.PLAYER);
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}
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public PlayerDisguise(String name, String skinToUse)
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{
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this(name);
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setSkin(skinToUse);
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// Internal usage only
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}
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public PlayerDisguise(Player player)
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@ -48,18 +34,40 @@ public class PlayerDisguise extends TargetedDisguise
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this(ReflectionManager.getGameProfile(player), ReflectionManager.getGameProfile(skinToUse));
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}
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public PlayerDisguise(String name)
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{
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setName(name);
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setSkin(name);
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createDisguise(DisguiseType.PLAYER);
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}
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public PlayerDisguise(String name, String skinToUse)
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{
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setName(name);
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setSkin(skinToUse);
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createDisguise(DisguiseType.PLAYER);
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}
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public PlayerDisguise(WrappedGameProfile gameProfile)
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{
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this(gameProfile.getName());
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setName(gameProfile.getName());
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this.gameProfile = gameProfile;
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createDisguise(DisguiseType.PLAYER);
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}
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public PlayerDisguise(WrappedGameProfile gameProfile, WrappedGameProfile skinToUse)
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{
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this(gameProfile);
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setName(gameProfile.getName());
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this.gameProfile = gameProfile;
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setSkin(skinToUse);
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createDisguise(DisguiseType.PLAYER);
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}
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@Override
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@ -77,12 +85,14 @@ public class PlayerDisguise extends TargetedDisguise
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@Override
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public PlayerDisguise clone()
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{
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PlayerDisguise disguise = new PlayerDisguise(getName());
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PlayerDisguise disguise = new PlayerDisguise();
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disguise.playerName = getName();
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if (disguise.currentLookup == null && disguise.gameProfile != null)
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{
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disguise.skinToUse = getSkin();
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disguise.gameProfile = gameProfile;
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disguise.gameProfile = ReflectionManager.getClonedProfile(getGameProfile());
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}
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else
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{
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@ -98,12 +108,9 @@ public class PlayerDisguise extends TargetedDisguise
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disguise.setModifyBoundingBox(isModifyBoundingBox());
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disguise.setWatcher(getWatcher().clone(disguise));
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return disguise;
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}
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disguise.createDisguise(DisguiseType.PLAYER);
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public void setGameProfile(WrappedGameProfile gameProfile)
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{
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this.gameProfile = ReflectionManager.getGameProfileWithThisSkin(null, gameProfile.getName(), gameProfile);
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return disguise;
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}
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public WrappedGameProfile getGameProfile()
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@ -170,6 +177,11 @@ public class PlayerDisguise extends TargetedDisguise
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return (PlayerDisguise) super.setEntity(entity);
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}
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public void setGameProfile(WrappedGameProfile gameProfile)
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{
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this.gameProfile = ReflectionManager.getGameProfileWithThisSkin(null, gameProfile.getName(), gameProfile);
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}
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@Override
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public PlayerDisguise setHearSelfDisguise(boolean hearSelfDisguise)
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{
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@ -212,55 +224,63 @@ public class PlayerDisguise extends TargetedDisguise
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return (PlayerDisguise) super.setModifyBoundingBox(modifyBox);
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}
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private void setName(String name)
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{
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if (name.length() > 16)
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{
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name = name.substring(0, 16);
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}
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playerName = name;
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}
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@Override
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public PlayerDisguise setReplaceSounds(boolean areSoundsReplaced)
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{
|
||||
return (PlayerDisguise) super.setReplaceSounds(areSoundsReplaced);
|
||||
}
|
||||
|
||||
public PlayerDisguise setSkin(String skinToUse)
|
||||
public PlayerDisguise setSkin(String newSkin)
|
||||
{
|
||||
this.skinToUse = skinToUse;
|
||||
skinToUse = newSkin;
|
||||
|
||||
if (skinToUse == null)
|
||||
if (newSkin == null)
|
||||
{
|
||||
this.currentLookup = null;
|
||||
this.gameProfile = null;
|
||||
currentLookup = null;
|
||||
gameProfile = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (skinToUse.length() > 16)
|
||||
if (newSkin.length() > 16)
|
||||
{
|
||||
this.skinToUse = skinToUse.substring(0, 16);
|
||||
skinToUse = newSkin.substring(0, 16);
|
||||
}
|
||||
|
||||
if (LibsDisguises.getInstance().getConfig().getBoolean("ContactMojangServers", true))
|
||||
currentLookup = new LibsProfileLookup()
|
||||
{
|
||||
currentLookup = new LibsProfileLookup()
|
||||
@Override
|
||||
public void onLookup(WrappedGameProfile gameProfile)
|
||||
{
|
||||
@Override
|
||||
public void onLookup(WrappedGameProfile gameProfile)
|
||||
{
|
||||
if (currentLookup == this && gameProfile != null)
|
||||
{
|
||||
setSkin(gameProfile);
|
||||
if (currentLookup != this || gameProfile == null)
|
||||
return;
|
||||
|
||||
if (!gameProfile.getProperties().isEmpty() && DisguiseUtilities.isDisguiseInUse(PlayerDisguise.this))
|
||||
{
|
||||
DisguiseUtilities.refreshTrackers(PlayerDisguise.this);
|
||||
}
|
||||
|
||||
currentLookup = null;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
WrappedGameProfile gameProfile = DisguiseUtilities.getProfileFromMojang(this.skinToUse, currentLookup);
|
||||
|
||||
if (gameProfile != null)
|
||||
{
|
||||
setSkin(gameProfile);
|
||||
|
||||
if (!gameProfile.getProperties().isEmpty() && DisguiseUtilities.isDisguiseInUse(PlayerDisguise.this))
|
||||
{
|
||||
DisguiseUtilities.refreshTrackers(PlayerDisguise.this);
|
||||
}
|
||||
|
||||
currentLookup = null;
|
||||
}
|
||||
};
|
||||
|
||||
WrappedGameProfile gameProfile = DisguiseUtilities.getProfileFromMojang(this.skinToUse, currentLookup,
|
||||
LibsDisguises.getInstance().getConfig().getBoolean("ContactMojangServers", true));
|
||||
|
||||
if (gameProfile != null)
|
||||
{
|
||||
setSkin(gameProfile);
|
||||
}
|
||||
}
|
||||
|
||||
@ -286,6 +306,7 @@ public class PlayerDisguise extends TargetedDisguise
|
||||
if (LibsDisguises.getInstance().getConfig().getBoolean("ContactMojangServers", true))
|
||||
{
|
||||
Validate.notEmpty(gameProfile.getName(), "Name must be set");
|
||||
|
||||
this.skinToUse = gameProfile.getName();
|
||||
this.gameProfile = ReflectionManager.getGameProfileWithThisSkin(null, getName(), gameProfile);
|
||||
}
|
||||
|
@ -640,6 +640,7 @@ public class DisguiseUtilities
|
||||
public static WrappedGameProfile getProfileFromMojang(final PlayerDisguise disguise)
|
||||
{
|
||||
final String nameToFetch = disguise.getSkin() != null ? disguise.getSkin() : disguise.getName();
|
||||
|
||||
final boolean remove = getAddedByPlugins().contains(nameToFetch.toLowerCase());
|
||||
|
||||
return getProfileFromMojang(nameToFetch, new LibsProfileLookup()
|
||||
@ -662,7 +663,7 @@ public class DisguiseUtilities
|
||||
DisguiseUtilities.refreshTrackers(disguise);
|
||||
}
|
||||
}
|
||||
});
|
||||
}, LibsDisguises.getInstance().getConfig().getBoolean("ContactMojangServers", true));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -688,10 +689,20 @@ public class DisguiseUtilities
|
||||
*/
|
||||
public static WrappedGameProfile getProfileFromMojang(String playerName, LibsProfileLookup runnableIfCantReturn)
|
||||
{
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn);
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn, true);
|
||||
}
|
||||
|
||||
private static WrappedGameProfile getProfileFromMojang(final String origName, final Object runnable)
|
||||
/**
|
||||
* Thread safe to use. This returns a GameProfile. And if its GameProfile doesn't have a skin blob. Then it does a lookup
|
||||
* using schedulers. The runnable is run once the GameProfile has been successfully dealt with
|
||||
*/
|
||||
public static WrappedGameProfile getProfileFromMojang(String playerName, LibsProfileLookup runnableIfCantReturn,
|
||||
boolean contactMojang)
|
||||
{
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn, contactMojang);
|
||||
}
|
||||
|
||||
private static WrappedGameProfile getProfileFromMojang(final String origName, final Object runnable, boolean contactMojang)
|
||||
{
|
||||
final String playerName = origName.toLowerCase();
|
||||
|
||||
@ -715,6 +726,7 @@ public class DisguiseUtilities
|
||||
if (!gameProfile.getProperties().isEmpty())
|
||||
{
|
||||
gameProfiles.put(playerName, gameProfile);
|
||||
|
||||
return gameProfile;
|
||||
}
|
||||
}
|
||||
@ -736,25 +748,27 @@ public class DisguiseUtilities
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
if (!gameProfile.getProperties().isEmpty())
|
||||
if (gameProfile.getProperties().isEmpty())
|
||||
{
|
||||
if (gameProfiles.containsKey(playerName) && gameProfiles.get(playerName) == null)
|
||||
{
|
||||
gameProfiles.put(playerName, gameProfile);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (runnables.containsKey(playerName))
|
||||
if (gameProfiles.containsKey(playerName) && gameProfiles.get(playerName) == null)
|
||||
{
|
||||
gameProfiles.put(playerName, gameProfile);
|
||||
}
|
||||
|
||||
if (runnables.containsKey(playerName))
|
||||
{
|
||||
for (Object obj : runnables.remove(playerName))
|
||||
{
|
||||
for (Object obj : runnables.remove(playerName))
|
||||
if (obj instanceof Runnable)
|
||||
{
|
||||
if (obj instanceof Runnable)
|
||||
{
|
||||
((Runnable) obj).run();
|
||||
}
|
||||
else if (obj instanceof LibsProfileLookup)
|
||||
{
|
||||
((LibsProfileLookup) obj).onLookup(gameProfile);
|
||||
}
|
||||
((Runnable) obj).run();
|
||||
}
|
||||
else if (obj instanceof LibsProfileLookup)
|
||||
{
|
||||
((LibsProfileLookup) obj).onLookup(gameProfile);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -786,6 +800,7 @@ public class DisguiseUtilities
|
||||
{
|
||||
runnables.put(playerName, new ArrayList<>());
|
||||
}
|
||||
|
||||
runnables.get(playerName).add(runnable);
|
||||
}
|
||||
|
||||
@ -798,7 +813,16 @@ public class DisguiseUtilities
|
||||
*/
|
||||
public static WrappedGameProfile getProfileFromMojang(String playerName, Runnable runnableIfCantReturn)
|
||||
{
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn);
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn, true);
|
||||
}
|
||||
|
||||
/**
|
||||
* Thread safe to use. This returns a GameProfile. And if its GameProfile doesn't have a skin blob. Then it does a lookup
|
||||
* using schedulers. The runnable is run once the GameProfile has been successfully dealt with
|
||||
*/
|
||||
public static WrappedGameProfile getProfileFromMojang(String playerName, Runnable runnableIfCantReturn, boolean contactMojang)
|
||||
{
|
||||
return getProfileFromMojang(playerName, (Object) runnableIfCantReturn, contactMojang);
|
||||
}
|
||||
|
||||
public static HashSet<UUID> getSelfDisguised()
|
||||
|
@ -221,7 +221,7 @@ public class PacketsManager
|
||||
{
|
||||
PlayerDisguise playerDisguise = (PlayerDisguise) disguise;
|
||||
|
||||
String name = playerDisguise.getSkin() != null ? playerDisguise.getSkin() : playerDisguise.getName();
|
||||
String name = playerDisguise.getName();
|
||||
int entityId = disguisedEntity.getEntityId();
|
||||
boolean removeName = false;
|
||||
|
||||
|
@ -438,12 +438,19 @@ public class ReflectionManager
|
||||
return null;
|
||||
}
|
||||
|
||||
public static WrappedGameProfile getClonedProfile(WrappedGameProfile gameProfile)
|
||||
{
|
||||
return getGameProfileWithThisSkin(null, gameProfile.getName(), gameProfile);
|
||||
}
|
||||
|
||||
public static WrappedGameProfile getGameProfileWithThisSkin(UUID uuid, String playerName, WrappedGameProfile profileWithSkin)
|
||||
{
|
||||
try
|
||||
{
|
||||
WrappedGameProfile gameProfile = new WrappedGameProfile(uuid != null ? uuid : UUID.randomUUID(), playerName);
|
||||
|
||||
gameProfile.getProperties().putAll(profileWithSkin.getProperties());
|
||||
|
||||
return gameProfile;
|
||||
}
|
||||
catch (Exception ex)
|
||||
|
Loading…
Reference in New Issue
Block a user