* Try to properly check if so_reuseport is available
* io_uring "support"
* comment out io_uring, for now
* Make IO_uring opt-in via `-DGeyser.io_uring=true` flag
* dont include io_uring
* oops - bungee
editing on mobile is hard
* oops - spigot
* oops - velocity
* properly exclude all io_uring on all platforms except standalone
---------
Co-authored-by: Kas-tle <26531652+Kas-tle@users.noreply.github.com>
* Add ConnectionRequestEvent and implement it
* Add debug message and use InetSocketAddress instead of string
* Provide both proxy and real client ip
And add some minor javadocs
* Make ProxyIp nullable
* Apply changes from pr
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Apply changes from pr
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Apply changes from pr
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Bump API version
* Dont JiJ common on mod platforms
---------
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
Co-authored-by: Kas-tle <26531652+Kas-tle@users.noreply.github.com>
* This makes `geyser reload` work the same across all platforms. For example, it ensures that we reload the config to the greatest extent possible (with the exception of compression/injection settings). Additionally, this clears up issues where Extensions were previously disabled during reloading - instead, the new Pre and Post reload events allow extensions to reload whatever necessary on their own.
* Use multiple channels at startup, fix the occasional issue of all players getting disconnected.
* Standardized shutdown periods and refactored network handlers for improved consistency.
* tiny fix
* Let's use the system property
---------
Co-authored-by: chris <github@onechris.mozmail.com>
* Allow changing the broadcasted port using a system property. This may be needed if the port Geyser runs on & the port Bedrock players connect on do not match - e.g. due to port forwarding/different routing.
* initial stab at making the broadcast port an (unsafe) config option
* Automatically set broadcast port to be the bind port unless manually overridden
* Warn about broadcast port mismatch
* Use 0 instead of -1 as indicator to broadcast the port geyser is running on
* Start on 1.20.50
* Add 1.20.50 block_palette.1_20_50.nbt, creative_items.1_20_50.json and runtime_item_states.1_20_50.json
* fix stone and planks mappings
* add and do something with the new SetPlayerInventoryOptionsPacket
* Add readme version bump
* Cleanup/Explain the new BedrockSetPlayerInventoryOptionsTranslator
* Start on 1.20.10+ recipe unlocking system
* Keeping track of multiple Bedrock recipes to unlock for a single Java recipe
* Unlock stonecutter recipes
* Stonecutter recipes
* Unlock tipped arrows/shulker box recipes even when Java doesnt (why..?), and dont send trims if Java doesn't
* Translate FurnaceDataRecipes
* Revert FurnaceRecipe translation, revert stone cutter recipe identifier caching - Bedrock does not need the smelting recipe, and doesn't (un)lock stonecutter recipes (yet...?)
* Remove debug message
* Make decorated pot crafting just a little bit smoother :p
* formatting
* Use itemTag descriptors to fix https://github.com/GeyserMC/Geyser/issues/3784
* Use hashmap instead to store item tag overrides
* remove unnecessary comment
* Address review by @Konicai
* Support for 1.20.30
* undo add whitespace
* Merge upstream, use FastUtil maps, rename a few methods
* Address Camotoy's review
* Fix formatting
* Initial pass for 1.20.2, compiling
* Remove unused level events
* handle null GameProfile in ClientboundPlayerInfoUpdatePacket
* Handle level events BRUSH_BLOCK_COMPLETE and EGG_CRACK
* Account for null tag in DecoratedPotBlockEntityTranslator
* Explicitly show that 1.20.31 is supported
* Show proxy protocol ip for debug message
* Make sure that first message that contains proxy protocol also gets sent. This caused issues with serverlists and console players