
FP's AntiFreecam
High-Performance Anti-Freecam/Anti-Xray for Spigot, Paper, Folia, and with Bedrock Support. Secure your world with ease againts freecammers.
1.4.9 — Fix EntityHide Issues on Folia
Список изменений
🐛 Bug Fixes
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[Folia] Entity hiding now actually works on Folia — On Folia servers,
hideEntity()/showEntity()calls were silently failing due to region-thread ownership violations. The plugin was scheduling visibility tasks on the region that owns the spawned entity, then attempting to mutate every online player's state from that thread — which Folia correctly rejects. The exceptions were being swallowed silently (logged at.fine(), invisible by default), making it appear as if "nothing happened." Entity hiding is now dispatched through Folia'sEntityScheduleron a per-player basis, which always runs on the correct region thread for that player regardless of where they are in the world. -
[Folia] Entity hiding after teleport now scans the correct location —
entityHider.updateFor()was being called beforeteleportAsync()completed, causing it to check for nearby entities around the player's pre-teleport position. Entities near the teleport destination were never hidden. The call is now correctly placed inside thewhenCompletecallback, after the teleport has landed. -
[Folia] Entities now re-show correctly when protection deactivates —
entityHider.updateFor()was only invoked when arming protection (going underground), not when disarming (coming back up or dismounting a vehicle below protectionY). This caused entities hidden by EntityHider to remain invisible until an unrelated state change happened to trigger an update. Both arm and disarm paths now callupdateFor(). -
Hide/show failures are now visible in console —
hideEntity()andshowEntity()errors were previously logged at.fine()(suppressed by default), masking failures entirely. They are now logged at.warning()level so server admins can see if something goes wrong.
