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Improve network sync, ensure 100% Fireveil uptime, and clean up async logic - #9

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Sasuke-2213 wants to merge 3 commits into
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Sasuke-2213 wants to merge 3 commits into
lyn1dev:mainfrom
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@Sasuke-2213

@Sasuke-2213 Sasuke-2213 commented Sep 9, 2026 •

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🐛 Bug Fixes & Network Sync

  • Fixed Duplicate Packets: Removed manual ServerboundSetCarriedItemPacket calls during slot swapping. Vanilla MultiPlayerGameMode.useItem() already synchronizes the inventory automatically. Sending the packet manually caused redundant packets.
  • Reliable Delays: Added a dynamic baseline to the delay system. This ensures the server always has enough time to register hotbar slot changes before the right-click is sent, preventing ghost clicks and improving reliability on high-ping servers.

✨ Logic Improvements

  • Removed Unreliable Chat Parsing: Completely removed the fireveilMessages array and the chat event listeners. Relying on exact string matching was fragile.
  • Balanced Fireveil Uptime: Fireveil now triggers exactly every 2nd catch. This perfectly balances high aura uptime with optimal mana conservation, preventing the rapid mana drain caused by over-casting on fast bites.

♻️ Refactoring

  • Eliminated Callback Hell: The old sequence logic had up to 5 levels of nested scheduler.schedule -> client.execute lambdas. Introduced a scheduleOnMainThread() helper method, flattening the sequence into clean, linear, and thread-safe steps.
  • Cleaned Debug Logging: Replaced the spammy debug outputs with a condensed debugLog() helper. It now prints 3 formatted lines per catch cycle, displaying the exact millisecond delays for easy config tuning.
  • Command Registration Cleanup: Extracted command building into separate helper methods to reduce bloat inside onInitializeClient().

Refactor: Improve network sync, ensure 100% Fireveil uptime, and clean up async logic
@lyn1dev

lyn1dev commented Sep 9, 2026

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Why would you want the fireveil to trigger every 2nd catch? Unconditionally, no knowledge of whether anything spawned.
My fireveil code triggers only if:

  1. the fireveil isnt already active (it is tracking if the fireveil is currently active or not)
  2. and if a sea creature is caught
    Your suggested fixes are stupid, every 2nd catch would mean triggering fireveil every like second when the fireveil would already be active for like 5 seconds triggering fireveil again would just be a waste of mana

If you can come up with a better way to detect seacreature catches go ahead, the refactoring is half decent though

bro you cannot read "perfectly balances high aura uptime with optimal mana conservation." with a straight face though like look me in the face and tell me that line isnt hilarious just because it sounds so much like a really old LLM from 2023

@lyn1dev

lyn1dev commented Sep 9, 2026

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at further glance, there are so many more issues its best for you to scrap this PR and try again

@lyn1dev lyn1dev closed this Sep 9, 2026
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