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Right now the NetworkAddress struct is very confusing to anyone who uses it. It's composed of a set of unordered protocols that make an address, though this can make it confusing, and not easy to build.
I wanted to create an entity that is only shown to one player, but I can still change and resend. Unfortunately, the only way to do that is to manually run Entity#hideEntity on every player on the server, and any that log on after the entity is spawned.
I would like there to be a Entity#hideEntityByDefault w
Restyled integrates into your usual Pull Request workflow to keep your codebase consistent. Missed a semi-colon? Incorrect indentation? Restyled will fix that up in a sibling Pull Request that you can merge into yours.
Please describe your bug
When the server is stopped it sends a notification to all connected WebSocket clients, the message looks like this:
{"MessageType":"ServerShuttingDown","MessageId":"d9fbbca3037344b689490d35ec2d4ed7","Data":""}(id is unique)
Unfortunately it then just stops the server, ending the connection abruptly. It would be nice if the clients get properl