Created a new packet for sending the last input tick to the server and deciding whether the player is afk or not.
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package dev.micle.loginprotection.network.client;
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import dev.micle.loginprotection.data.ProtectedPlayer;
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import dev.micle.loginprotection.data.ProtectedPlayerManager;
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import dev.micle.loginprotection.network.NetworkManager;
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import dev.micle.loginprotection.proxy.Proxy;
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import dev.micle.loginprotection.setup.Config;
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import net.minecraft.network.FriendlyByteBuf;
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import net.minecraft.server.level.ServerPlayer;
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import net.minecraftforge.network.NetworkEvent;
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import java.util.function.Supplier;
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public class LastInputTickPacket {
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private final int lastInputTick;
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public LastInputTickPacket() {
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this(Proxy.Client.getLastInputTick());
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}
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public LastInputTickPacket(int lastInputTick) {
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this.lastInputTick = lastInputTick;
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}
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public static void encode(final LastInputTickPacket packet, final FriendlyByteBuf buffer) {
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NetworkManager.writeVersionInfo(buffer, false);
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buffer.writeInt(packet.lastInputTick);
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}
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public static LastInputTickPacket decode(final FriendlyByteBuf buffer) {
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NetworkManager.checkVersion(buffer);
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return new LastInputTickPacket(buffer.readInt());
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}
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public static void handle(final LastInputTickPacket packet, final Supplier<NetworkEvent.Context> contextSupplier) {
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final NetworkEvent.Context context = contextSupplier.get();
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context.enqueueWork(() -> {
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// Get sender
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ServerPlayer sender = context.getSender();
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if (sender == null) {
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return;
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}
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// Get protected player
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ProtectedPlayer protectedPlayer = ProtectedPlayerManager.getPlayer(sender.getUUID());
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if (protectedPlayer == null) {
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return;
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}
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// Check if player is afk
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if (sender.tickCount - packet.lastInputTick >= Config.Server.AFK_TIME_THRESHOLD.get() * 20) {
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ProtectedPlayerManager.updateState(sender.getUUID()); // Update state
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} else {
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ProtectedPlayerManager.startAfkTimer(sender.getUUID(), (long) ((Config.Server.AFK_TIME_THRESHOLD.get() -
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((sender.tickCount - packet.lastInputTick) / 20.0)) * 1000)); // Start new afk timer
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}
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});
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context.setPacketHandled(true);
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}
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}
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