Fix player skin sending through BungeeCord (#4328)
This fixes sending of player skins through BungeeCord by actually parsing the JSON instead of setting the player properties as a string.
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@ -24,15 +24,12 @@ Implements the 1.9 protocol classes:
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#include "../Root.h"
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#include "../Server.h"
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#include "../World.h"
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#include "../EffectID.h"
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#include "../StringCompression.h"
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#include "../CompositeChat.h"
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#include "../Statistics.h"
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#include "../WorldStorage/FastNBT.h"
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#include "../WorldStorage/EnchantmentSerializer.h"
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#include "../Entities/Boat.h"
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#include "../Entities/ExpOrb.h"
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#include "../Entities/Minecart.h"
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#include "../Entities/FallingBlock.h"
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@ -47,7 +44,6 @@ Implements the 1.9 protocol classes:
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#include "../Items/ItemSpawnEgg.h"
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#include "../Mobs/IncludeAllMonsters.h"
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#include "../UI/Window.h"
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#include "../UI/HorseWindow.h"
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#include "../BlockEntities/BeaconEntity.h"
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@ -154,7 +150,16 @@ cProtocol_1_9_0::cProtocol_1_9_0(cClientHandle * a_Client, const AString & a_Ser
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UUID.FromString(Params[2]);
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m_Client->SetUUID(UUID);
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m_Client->SetProperties(Params[3]);
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Json::Value root;
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Json::Reader reader;
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if (!reader.parse(Params[3], root))
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{
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LOGERROR("Unable to parse player properties: '%s'", Params[3]);
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}
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else
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{
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m_Client->SetProperties(root);
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}
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}
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else
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{
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