FIX: i fucking wrote profiler just to find that sleep function takes SECONDS arg :sob::sob::sob::sob::sob::sob::sob::sob::sob:😭
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@@ -47,6 +47,7 @@
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#include "../../network/packet/PlayerArmorEquipmentPacket.h"
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namespace {
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#ifndef STANDALONE_SERVER
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static bool isBase64(unsigned char c) {
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return (std::isalnum(c) || (c == '+') || (c == '/'));
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@@ -177,6 +178,8 @@ static std::string getCapeUrlForUsername(const std::string& username) {
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return getTextureUrlForUsername(username, "CAPE");
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}
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#endif
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static bool ensureDirectoryExists(const std::string& path) {
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#if defined(_WIN32)
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return _mkdir(path.c_str()) == 0 || errno == EEXIST;
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@@ -200,6 +203,8 @@ static bool fileExists(const std::string& path) {
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#endif
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}
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#ifndef STANDALONE_SERVER
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static void* fetchSkinForPlayer(void* param) {
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LocalPlayer* player = (LocalPlayer*)param;
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if (!player) return NULL;
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@@ -290,6 +295,8 @@ static void* fetchCapeForPlayer(void* param) {
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return NULL;
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}
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#endif
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//@note: doesn't work completely, since it doesn't care about stairs rotation
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static bool isJumpable(int tileId) {
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return tileId != Tile::fence->id
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@@ -318,12 +325,14 @@ LocalPlayer::LocalPlayer(Minecraft* minecraft, Level* level, User* user, int dim
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this->dimension = dimension;
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_init();
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#ifndef STANDALONE_SERVER
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if (user != NULL && !user->name.empty()) {
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this->name = user->name;
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// Fetch user skin and cape from Mojang servers in the background (avoids blocking the main thread)
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new CThread(fetchSkinForPlayer, this);
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new CThread(fetchCapeForPlayer, this);
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}
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#endif
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}
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LocalPlayer::~LocalPlayer() {
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