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Player Loaded World API #1541
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Player Loaded World API #1541
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Timongcraft
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Apr 13, 2025
chore: remove unnecessary mapping entries chore: update player loaded world api -> see PaperMC/Velocity#1541
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Emilxyz
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Oct 1, 2025
...y/src/main/java/com/velocitypowered/proxy/protocol/packet/ServerboundPlayerLoadedPacket.java
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api/src/main/java/com/velocitypowered/api/event/player/PlayerClientLoadedWorldEvent.java
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On another note. I think it could be a good idea to remove the timeout mechanism entirely, as plugins could create a similar mechanism by e.g. scheduling in the Edit: We could note that in the javadoc if desired |
4drian3d
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Oct 30, 2025
api/src/main/java/com/velocitypowered/api/event/player/PlayerClientLoadedWorldEvent.java
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Emilxyz
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Oct 30, 2025
Co-authored-by: Emil <[email protected]>
chore: cleanup indentation/formatting from lib
feat(jd): add note for plugins on how to implement timeout behaviour
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With this PR, the in 1.21.4 introduced
player_loadedpacket can be utilised to send/display messages in-game without needing to guess when the player is actually in the world.This PR only implements the part when the player joins a server, and not the respawn mechanic,
this in my opinion makes sense as there's virtually no reason to fire stuff there on the proxy.
I'm not a fan of having to schedule a task for every player in 1.21.4+, though.
With the current implementation, the proxy waits 1500ms before the event fires as timed out,
which is notchian/paper behaviour, but can be overridden using the
velocity.loaded-world-timeout-overridesystem property.Fixes: #1466