Add transfer packet backport (1.20.5 for 1.7.10)#299
Merged
Conversation
Lyfts
approved these changes
May 23, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
backports 1.20.5 ClientboundTransferPacket to 1.7.10, allowing servers to seamlessly redirect players to another server:port without requiring BungeeCord/Velocity or other proxies. Migrated from Hodgepodge PR GTNewHorizons/Hodgepodge#833 per review feedback that a public API feature belongs in ServerUtilities.
serverutilitieschannelwire format on the
serverutilitieschannel:serverutilities0x0DWire Format
Uses ServerUtilities DataOut/DataIn serialization:
the client disconnect uses a deferred GuiTransferring screen to avoid a packet processing race in modded runTick -- updateController() can still dispatch stale packets after loadWorld(null) nulls the world, so the actual GuiConnecting is created in updateScreen() which runs after updateController in the tick cycle.
technically they could be done without this however it would be a hacky workaround for velocity, and would be a hit or miss. (higher chance of crash in dense populated gregtech machines area, and this just removes that chance)
An example can be seen here:
2026-04-14.20-43-53_compressed.mp4