Replay client handshake when lobby connects to real server
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@@ -2,6 +2,8 @@ use std::net::SocketAddr;
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use std::sync::atomic::{AtomicI32, Ordering};
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use std::sync::Mutex;
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use minecraft_protocol::version::v1_14_4::handshake::Handshake;
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/// Client state.
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///
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/// Note: this does not keep track of encryption states.
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@@ -113,8 +115,8 @@ impl Default for ClientState {
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/// Client info, useful during connection handling.
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#[derive(Debug, Clone, Default)]
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pub struct ClientInfo {
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/// Client protocol version.
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pub protocol_version: Option<i32>,
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/// Handshake as received from client.
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pub handshake: Option<Handshake>,
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/// Client username.
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pub username: Option<String>,
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