[Suggestion] Add player names to ClientboundPartyInfoPacket #48
Replies: 4 comments 5 replies
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As a developer of a SkyBlock mod, I believe this addition would be helpful and I would be pleased to see it included in the API. |
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We have no intention of adding extra information that can be obtained elsewhere to reduce unnecessary data and complexities, thus we have no intention to include player names in the Mod API, and that data should be obtained via the appropriate Mojang APIs. |
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Sadly Mojangs only API for such only allows 1 uuid to username at a time which if multiple mods do it will cause Hypixel players to have their Mojang API calls be rate limited which is far worse imo, even if mods implement a cache this issue will still happen because you can't keep a cache for an extended period of time due to names being able to be changed, and if you join a large enough party and multiple mods try to get the usernames the cache may not help at all. |
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When the player name is known to the system that sends the mod API packets, then I assume including this name in the party info packet should be compareable to including the player name field in the SkyBlock profile endpoint. If the data is not available there, and would need additional internal requests, I understand why you don't want to redesign the backend for this. Any way, the current implementation sadly doesn't allow our mod to replace the chat message scraping by this. |
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Currently the ClientboundPartyInfoPacket packet returns a map of the members in your party, only giving the role they have and their uuid. Most mods, however, would benefit more on having their ign rather than the uuid, as commands related to party are all done using the player's name, not uuid.
Also while talking about the party info packet, is there a reason for the uuid to be stored both in the party member class and as a key in the map?
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