there is no debug output in provided code, add some and try again.
again and again i see such "methods" to "overcome" version barrier and again suggestion completely invalid and harmful.
you really should check...
dragon parts have no network ID and cannot be sent to client
dragon parts have no render and cannot be rendered by they own
probably i have...
provide source of this rumor
your own attempts?
It does not make your plugin version independent, it make your plugin harmful and dangerous for use.
There is no such concept as "forward...
interrupt is not issue, issue is interrupting from right location at right time.
online players always online.
only possible way to get online players who not online is ill times async threads.
ok how you going to interrupt from thread implemented by code you do not "own" eh?
please read my very first post in this thread and some book...
nothing stop from RE your client and sending same packet from nodus...
or just capturing packet without any RE and just sending it...
answer is NO.
looks like you have no clue about how concurrency works...
you are reading file, if they log (inside other thread), how you going to "stop reading"?
you will need custom build server to delay\suspend player.dat IO.
thread-safe != thread blocking
did you read any tutorials about subject.
do you have any code?
You dont need bungee to proxy network traffic, just resending all packets will work fine.
Resending raw data will work ever better.
before wasting 20 minutes, add debug messages to code in order to track all fields at play.
you dont ever know is very first condition passed or...
It should be <UUID\String (player never change it's name at runtime),ArbitraryWrapperClassWithAllFieldsThatMayBeRequiredForUse>...
place block manually in proper direction
request complete block state, dump it or show in chat\log
do same to blocks placed from code
Separate names with a comma.