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Add API for client-side signs #11903

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@Sytm Sytm commented Jan 4, 2025

Allows using the editing of signs that are not placed on the server as text-input without meddling with packets.

Original: #9786

@Sytm Sytm requested a review from a team as a code owner January 4, 2025 13:13
@NoahvdAa NoahvdAa added the type: feature Request for a new Feature. label Jan 4, 2025
@lynxplay lynxplay force-pushed the client-side-sign-hf branch from fd457fc to 3e064ce Compare January 12, 2025 21:11
* Called when a client attempts to modify a sign, but the location at which the sign should be edited
* has not yet been checked for the existence of a real sign.
* <p>
* Cancelling this event will prevent further processing of the sign change, but needs further handling
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In regards to this, is there a point in us just resending the block?
Usage of this event would always be with "ephemeral" signs.

Leaving this up to plugin developers feels pretty meh.

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I also pondered about doing it that way, but at the end I thought the event should just report back that the player tried to edit a sign and minimize other side effects.

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I mean, it's unchecked, and so I generally expect it to be a lot more 'dumb' in terms of how it interacts. I feel that such low level events are always going to be kinda meh

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Well I would not mind it if this event was low level on purely client side signs.
But the fact that this is also called for actual in-world signs makes this pretty annoying/easy to fuck up potentially leaving normal signs out of sync.

Could potentially have some cancel overload that allows passing some RESEND flag?

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