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💡 Codex Review
Allay/server/src/main/java/org/allaymc/server/player/AllayPlayer.java
Lines 2451 to 2455 in 87bda2b
PlayerStorage now uses the per-player storage UUID, but this branch still writes the corrected NBT back under loginData.getUuid(). When the storage UUID differs (which it will after the offline service assigns a random storage UUID), the fix is persisted to the wrong file, leaving the real player data unchanged and creating orphaned files; the player will continue to respawn in the invalid world/dimension on subsequent logins. Use player.getStorageUuid() (or savePlayerData(player)) here.
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server/src/main/java/org/allaymc/server/player/AllayOfflinePlayerService.java
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server/src/main/java/org/allaymc/server/player/AllayOfflinePlayerManager.java
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api/src/main/java/org/allaymc/api/player/OfflinePlayerService.java
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api/src/main/java/org/allaymc/api/eventbus/event/server/PlayerNicknameChangeEvent.java
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api/src/main/java/org/allaymc/api/eventbus/event/server/PlayerNicknameChangeEvent.java
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api/src/main/java/org/allaymc/api/player/OfflinePlayerManager.java
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api/src/main/java/org/allaymc/api/player/OfflinePlayerManager.java
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api/src/main/java/org/allaymc/api/player/OfflinePlayerManager.java
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api/src/main/java/org/allaymc/api/player/OfflinePlayerManager.java
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I think the new system involved in this PR is too complicated, and the feature we really need is really just to get the player's name via uuid, which is enough. What your idea (? We could just add a |
# Conflicts: # CHANGELOG.md
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What is the point of getting a player’s name from a UUID if the developer still has to work with “raw” data anyway? That’s not a very good solution. |
Closes: #605