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datasync's Issues

Compatibility with PMMO

Project MMO would benefit a lot from your plugin, thanks to it server owners could expand their userbase without segregating them in one realm!

This is the nbt file that PMMO produces: link
It creates a single file that's located in /serverfolder/world/data/pmmo.dat

Freeze timer doesn't reset after disconnection.

Steps to reproduce:
1.- Set deserializeOnJoinDelayMillis to a relatively high amount (15 seconds for example).
2.- Join the server, you're frozen and deserialization is queued to happend in 15 seconds. Wait 7 seconds, then disconnect.
3.- Connect again, if it took 3 seconds to disconnect and reconnect, you will get unfrozen in 5 seconds, but actual deserialization will hapen 10 seconds after you get unfrozen. In that time frame everything you pick up will be deleted.

Error when turning on the server

[22:15:28] [pool-3-thread-2/ERROR] [Sponge]: The Scheduler tried to run the task msdatasync-A-19 owned by Plugin{id=msdatasync, name=MSDataSync, version=1.0.0-BETA1, description=A plugin to synchronize player inventories with a database, url=https://github.com/MilSpecSG/MSDataSync, authors=[Cableguy20], source=./mods/MSDataSync-Sponge-1.0.0-BETA1.jar}, but an error occured.
java.lang.IllegalStateException: MSRepository: DataStoreName has not been loaded yet!
at rocks.milspecsg.msrepository.service.common.manager.CommonManager.getPrimaryComponent(CommonManager.java:117) ~[CommonManager.class:?]
at rocks.milspecsg.msdatasync.service.sponge.tasks.SpongeSerializationTaskService.lambda$getSerializationTask$0(SpongeSerializationTaskService.java:64) ~[SpongeSerializationTaskService.class:?]
at org.spongepowered.api.scheduler.Task$Builder.lambda$execute$0(Task.java:139) ~[Task$Builder.class:1.12.2-2838-7.1.9]
at org.spongepowered.common.scheduler.SchedulerBase.lambda$startTask$0(SchedulerBase.java:197) ~[SchedulerBase.class:1.12.2-2838-7.1.9]
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_242]
at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_242]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) [?:1.8.0_242]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) [?:1.8.0_242]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_242]
Caused by: java.lang.NullPointerException
at java.util.Objects.requireNonNull(Objects.java:203) ~[?:1.8.0_242]
at rocks.milspecsg.msrepository.service.common.manager.CommonManager.getPrimaryComponent(CommonManager.java:113) ~[CommonManager.class:?]
... 8 more

I do nā€™t know Java, so I do nā€™t know what went wrong

Request for Pixelmon Reforged Support

Capabilities for synchronizing unique player data from Pixelmon Reforged is something I've been looking for. I believe that the Pokedex, Pokemon party, PC Boxes, PokeDollars, Curry Dex, Limited ability usage (Uxie enchanting ruby, etc.), and maybe a few other details would need to be accounted for.
Considering how changes to the Pixelmon Reforged mod can vary in size and complexity, it may be safer to isolate these features into a separate and optional jar file to aid in compatibility and avoid long development times for the base DataSync mod/plugin.

https://reforged.gg/
https://www.pixelmonmod.com/wiki/

Compatibility with GameStages

Gamestages is another mod that would greatly benefit from your plugin. Gamestages provides server creators with the ability to lock content for game progression. This, coupled with advancement sync, is another great step into providing big modded servers!

This is one the nbt files that Gamestages produces: link
It creates one file per user and they're located in /serverfolder/world/playerdata/gamestages/00000000-0000-0000-0000-000000000000.dat

Data loss on death while changing servers.

Steps to reproduce:
1.- Die while changing servers (If using a proxy) or just disconnect after death (without respawning).
2.- Join another server connected to the same db, you're now dead there too after deserialization (This is expected behaviour because of health sync). Respawn and pick items.
3.- Go back to the server where you died. You're still dead there, respawn before deserialization happens.
4.- Now you're alive and bugged, and deserialization does nothing, your inventory is lost.

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