* update PacketTypes
* add new enum values for EnumWrappers and add ScoreboardAction to known invalids as it was removed
* make MinecraftKey optional in AutoWrapperTest
* update adventure dependencies to 4.14.0
* fix typo in maximum minecraft version
* add chat component for disconnect packet when running clone test
* adjust chat components to new component structure
Since Minecraft 1.19.4, the protocol supports bundling consecutive packets to ensure the client processes them in one tick. However, Packet Events are not called for the individual packets in such a bundle in the current dev build of ProtocolLib. For example, no packet events are currently sent for the ENTITY_METADATA packet when an entity is first spawned as the packet is bundled with the ENTITY_SPAWN packet. However, if the entity metadata is changed later on, the event will be called.
This PR proposes to fix this by unpacking the bundled packets and invoking the packet filtering for each packet.
I also want to briefly explain how the bundling works. A bundle starts with a PACKET_DELIMITER (0x00, net.minecraft.network.protocol.BundleDelimiterPacket) packet followed by all packets that should be bundled and finished with another PACKET_DELIMITER (0x00). Within the Netty pipeline, this sequence is transformed into one synthesized packet found in net.minecraft.network.protocol.game.ClientboundBundlePacket, which is essentially just a list of packets. At the stage at which ProtocolLib injects into the clientbound netty pipeline, this packet has not been unpacked yet. Thus, we need to handle the ClientboundBundlePacket, which unfortunately is not registered in ProtocolLib. The fact that two different classes map to the same packet currently requires a dirty remapping in the packet structure modifier.
* don't enforce async calls for thread-safe listeners (closes#1551)
* cleanups, remove structure compiling
* improve cloning a bit
* fix small issue in no-op structure modifier
* remove last usages of FieldUtils
* improve and fix equality check in container test
* Replace guava Charsets with StandardCharsets.
* Use try-with-resources
* Faster Util asList, inline getOnlinePlayers.
* Use direct ArrayList allocation.
* Use new instead of Lists#...
* Use new instead of Lists#...
* Faster looping.
* Use switch.
* Remove diamond operators.
* Use ArrayDeque instead of LinkedList.
* Actually conform to the documentation and always use an ArrayList as backing list.
* Potentially breaking change: Use switch instead of startsWith as this e.g. causes "n" to be interpreted as "names" and any future new commands starting with "n" will be ignored.
* Use addAll().
* Remove IntegerSet. Unused and also covered by fastutils IntSet.
* Much faster boolean parsing. Might have breaking changes as parameterName is now checked after the false block.
* Make most fields final, fix JavaDoc and remove diamond operators.
* Make fields final.
* Much cleaner getAllInterfaces() method.
Co-authored-by: Dan Mulloy <dev@dmulloy2.net>
* Clear up some stuff, fix location of wire packet encoder
* Ensure that the player injection cache is always up-to-date
* Make uninjection from a channel more reliable
* Don't schedule an empty runnable if there is no need to do that
* Remove unnecessary throw declarations from some methods
* Adjust uninjection to remove the injector reference as well
* improve channel future injection in network manager