Fix up player disguises skins

This commit is contained in:
libraryaddict 2016-06-14 21:08:53 +12:00
parent 6e77551f2e
commit f498867d5c
5 changed files with 256 additions and 204 deletions

View File

@ -1,130 +1,130 @@
# Shall I notify people of a LibsDisguises update?
NotifyUpdate: true
# Whats the permission to get the notification?
Permission: 'libsdisguises.update'
# Whats the max size allowed for command disguiseradius
DisguiseRadiusMax: 50
# Whats the max size allowed for command undisguiseradius
UndisguiseRadiusMax: 50
# Shall the players view their disguises?
# Best used when viewing yourself in 3rd person
ViewSelfDisguises: true
# Shall I disguise the sounds?
# This turns your damage sound into a MOOOO
DisguiseSounds: true
# Shall the disguised hear their disguise sounds or their damage sounds.
# I disable this as it can be a little confusing when not used with self disguises
HearSelfDisguise: true
# Shall I send the velocity packets? I REALLY recommend you don't disable.
# This is the only thing allowing the mobs to fly without glitching out.
SendVelocity: true
# For self disguises, they need to have the armor and the held item removed
# Else they see floating armor, floating held items.
# This turns the items invisible in the disguised players inventory. It does not actually remove them!
RemoveArmor: true
RemoveHeldItem: false
# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
# 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
# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
AddEntityAnimations: true
# 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.
DyeableSheep: false
DyeableWolf: false
# 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.
ShowNamesAboveDisguises: false
# This supports the above option.
# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
NameAboveHeadAlwaysVisible: true
# 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.
ModifyBoundingBox: false
# This prevents disguised players from being targeted by monsters.
# This doesn't prevent their targeting you if already targeting when disguised
# They will just ignore you unless provoked.
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
BlownDisguiseMessage: '&cYour disguise was blown!'
#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!
StopShulkerDisguisesFromMoving: true
# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
DisguiseEntityExpire: 10
# Another option to choose the same thing for DisguiseClone command
DisguiseCloneExpire: 10
# Max disguises to store at a time with the DisguiseClone command
DisguiseCloneSize: 3
# 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.
KeepDisguises:
EntityDespawn: false
PlayerDeath: false
PlayerLogout: false
# 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.
# Setting this in LivingWatcher overrides both values.
MaxHealthDeterminedByEntity: true
# 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.
MiscDisguisesForLiving: true
# Turn this to true to have players undisguised when switching worlds
UndisguiseOnWorldChange: false
# Contact Mojang's servers? Disabling this option will disable player skin disguises!
ContactMojangServers: true
# This will help performance, especially with CPU
# Due to safety reasons, self disguises can never have their packets disabled.
PacketsEnabled:
# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
Animation: true
# 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
Collect: true
# 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.
EntityStatus: true
# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
Equipment: true
# 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.
Metadata: true
# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
Movement: true
# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
Riding: true
# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
WitherSkull: true
# Shall I notify people of a LibsDisguises update?
NotifyUpdate: true
# Whats the permission to get the notification?
Permission: 'libsdisguises.update'
# Whats the max size allowed for command disguiseradius
DisguiseRadiusMax: 50
# Whats the max size allowed for command undisguiseradius
UndisguiseRadiusMax: 50
# Shall the players view their disguises?
# Best used when viewing yourself in 3rd person
ViewSelfDisguises: true
# Shall I disguise the sounds?
# This turns your damage sound into a MOOOO
DisguiseSounds: true
# Shall the disguised hear their disguise sounds or their damage sounds.
# I disable this as it can be a little confusing when not used with self disguises
HearSelfDisguise: true
# Shall I send the velocity packets? I REALLY recommend you don't disable.
# This is the only thing allowing the mobs to fly without glitching out.
SendVelocity: true
# For self disguises, they need to have the armor and the held item removed
# Else they see floating armor, floating held items.
# This turns the items invisible in the disguised players inventory. It does not actually remove them!
RemoveArmor: true
RemoveHeldItem: false
# If you set a disguise to burning, it will no longer be able to be shown as sneaking or invisible.
# 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
# This is only valid if you set a animation on the disguise itself. Because the entitys animations are applied otherwise.
AddEntityAnimations: true
# 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.
DyeableSheep: false
DyeableWolf: false
# 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.
ShowNamesAboveDisguises: false
# This supports the above option.
# If this is true, then the name shown above the head appears regardless of if you are looking at the disguise directly or not.
NameAboveHeadAlwaysVisible: true
# 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.
ModifyBoundingBox: false
# This prevents disguised players from being targeted by monsters.
# This doesn't prevent their targeting you if already targeting when disguised
# They will just ignore you unless provoked.
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
BlownDisguiseMessage: '&cYour disguise was blown!'
#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!
StopShulkerDisguisesFromMoving: true
# A option to choose how many seconds a DisguiseEntity command is valid for people to right click a entity to disguise it before expiring
DisguiseEntityExpire: 10
# Another option to choose the same thing for DisguiseClone command
DisguiseCloneExpire: 10
# Max disguises to store at a time with the DisguiseClone command
DisguiseCloneSize: 3
# 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.
KeepDisguises:
EntityDespawn: false
PlayerDeath: false
PlayerLogout: false
# 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.
# Setting this in LivingWatcher overrides both values.
MaxHealthDeterminedByEntity: true
# 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.
MiscDisguisesForLiving: true
# Turn this to true to have players undisguised when switching worlds
UndisguiseOnWorldChange: false
# Contact Mojang's servers? Disabling this option will disable player skin disguises!
ContactMojangServers: true
# This will help performance, especially with CPU
# Due to safety reasons, self disguises can never have their packets disabled.
PacketsEnabled:
# This disables the animation packet. If a disguised entity sends a animation packet and they are using a non-living disguise. People will crash.
# Disabling this also means that if a player disguised as a non-player leaves a bug. People will crash
Animation: true
# 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
Collect: true
# 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.
EntityStatus: true
# Entity equipment is the packets that are sent to ensure that a disguise has or doesn't have armor, and their held item.
# Disabling this means that any disguises which can wear armor or hold items will show the armor/held item that the disguised is wearing.
Equipment: true
# 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.
Metadata: true
# Movement packets are the biggest cpu hit. These are majorly used to ensure that the disguises facing direction isn't bugged up.
# If you are using the Item_Frame disguise, when a packet is sent (Roughly every 2min) the disguise will bug up until they move.
Movement: true
# Disable this if you don't mind crashing everytime you see someone riding something disguised as a non-living entity
Riding: true
# When disguised as a wither skull, it sends a look packet every tick so that the wither skull is facing the right way.
WitherSkull: true

View File

@ -14,28 +14,14 @@ import me.libraryaddict.disguise.utilities.ReflectionManager;
public class PlayerDisguise extends TargetedDisguise
{
private LibsProfileLookup currentLookup;
private WrappedGameProfile gameProfile;
private String playerName;
private String skinToUse;
public PlayerDisguise(String name)
private PlayerDisguise()
{
if (name.length() > 16)
{
name = name.substring(0, 16);
}
playerName = name;
createDisguise(DisguiseType.PLAYER);
}
public PlayerDisguise(String name, String skinToUse)
{
this(name);
setSkin(skinToUse);
// Internal usage only
}
public PlayerDisguise(Player player)
@ -48,18 +34,40 @@ public class PlayerDisguise extends TargetedDisguise
this(ReflectionManager.getGameProfile(player), ReflectionManager.getGameProfile(skinToUse));
}
public PlayerDisguise(String name)
{
setName(name);
setSkin(name);
createDisguise(DisguiseType.PLAYER);
}
public PlayerDisguise(String name, String skinToUse)
{
setName(name);
setSkin(skinToUse);
createDisguise(DisguiseType.PLAYER);
}
public PlayerDisguise(WrappedGameProfile gameProfile)
{
this(gameProfile.getName());
setName(gameProfile.getName());
this.gameProfile = gameProfile;
createDisguise(DisguiseType.PLAYER);
}
public PlayerDisguise(WrappedGameProfile gameProfile, WrappedGameProfile skinToUse)
{
this(gameProfile);
setName(gameProfile.getName());
this.gameProfile = gameProfile;
setSkin(skinToUse);
createDisguise(DisguiseType.PLAYER);
}
@Override
@ -77,12 +85,14 @@ public class PlayerDisguise extends TargetedDisguise
@Override
public PlayerDisguise clone()
{
PlayerDisguise disguise = new PlayerDisguise(getName());
PlayerDisguise disguise = new PlayerDisguise();
disguise.playerName = getName();
if (disguise.currentLookup == null && disguise.gameProfile != null)
{
disguise.skinToUse = getSkin();
disguise.gameProfile = gameProfile;
disguise.gameProfile = ReflectionManager.getClonedProfile(getGameProfile());
}
else
{
@ -98,12 +108,9 @@ public class PlayerDisguise extends TargetedDisguise
disguise.setModifyBoundingBox(isModifyBoundingBox());
disguise.setWatcher(getWatcher().clone(disguise));
return disguise;
}
disguise.createDisguise(DisguiseType.PLAYER);
public void setGameProfile(WrappedGameProfile gameProfile)
{
this.gameProfile = ReflectionManager.getGameProfileWithThisSkin(null, gameProfile.getName(), gameProfile);
return disguise;
}
public WrappedGameProfile getGameProfile()
@ -170,6 +177,11 @@ public class PlayerDisguise extends TargetedDisguise
return (PlayerDisguise) super.setEntity(entity);
}
public void setGameProfile(WrappedGameProfile gameProfile)
{
this.gameProfile = ReflectionManager.getGameProfileWithThisSkin(null, gameProfile.getName(), gameProfile);
}
@Override
public PlayerDisguise setHearSelfDisguise(boolean hearSelfDisguise)
{
@ -212,55 +224,63 @@ public class PlayerDisguise extends TargetedDisguise
return (PlayerDisguise) super.setModifyBoundingBox(modifyBox);
}
private void setName(String name)
{
if (name.length() > 16)
{
name = name.substring(0, 16);
}
playerName = name;
}
@Override
public PlayerDisguise setReplaceSounds(boolean areSoundsReplaced)
{
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);
}

View File

@ -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()

View File

@ -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;

View File

@ -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)