This avoids the problems that were encountered in Linux and macOS builds regarding this check while also still addressing the scenario where official Windows builds had their credits modified by people unrelated to the project.
Originally, the PlayerSkill packet contained skills, attribute increases and level progress. In 78441c769a, the attribute increases were moved to the PlayerAttribute packet and the level progress was moved to the PlayerLevel packet, but – due to an oversight – attribute increases and level progress were still being applied to the local player only when a PlayerSkill packet was received, based on whatever values were stored from the last PlayerAttribute and PlayerLevel packets.
Previously, when recharging or repairing an item, the client sent a PlayerInventory packet to the server with the old version of the item that was supposed to be removed and then it sent a PlayerInventory packet with the new version of the item that was supposed to be added.
Unfortunately, the current CoreScripts make it so custom items using generated IDs have their records deleted when they are completely removed from the world, however briefly, even if they are added back immediately afterwards. In practice, this meant that – before this commit – recharging or repairing a custom item led to its removal from the player inventory stored on the server, followed by the deletion of its record, followed by its readdition to the inventory (but with the record staying deleted). Logging out and logging back in immediately prevented the player from receiving the item anymore because of its now non-existent record.
Previously, multiple stacks of the same item ID could overwrite data in each other because of how the logic in ContainerStore::add() works. For example, a stack of 5 grand soul gems with no souls would get added to the player, then the attempt to add a grand soul gem with a particular soul would retrieve the previous stack first before setting all of it to that soul, resulting in 6 grand soul gems with that soul.
Previously, unstacking items for a player led to a PlayerInventory packet being sent about the items' removal.
This change makes it so both a packet about their re-addition and their removal are sent instead, cancelling each other out, which is inelegant, but arguably preferable to complicating the sending of PlayerInventory packets again.
Enchanted inventory items continuously recharge their enchantment charges, which getItemPtrFromStore() should account for.
Additionally, prevent framelistener errors caused by PlayerItemUse packets about non-existent items.
This prevents infinite loops in certain client scripts from mods that use while loops to determine that all items of a certain type have been removed from a container, such as in the script BCSwap2Arg from Better_Clothes.
Previously, client mods adding packet-sending scripts to the spawn area made clients send the associated packets as soon as they inputted their character name when joining a server using those mods. This made the clients either get disconnected for not replying to a handshake first, or it made them get kicked for sending object packets that are disallowed for players who are not logged in.
To fix this, LocalPlayer's hasFinishedCharGen() has been replaced with isLoggedIn(), because the former was already returning true when players inputted their names.
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.
Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
This is done by including the final attackStrength used for ranged attacks in packets and then applying it in WeaponAnimation::releaseArrow() on other clients.