Implement persistent hardcore death bans (XUID + IP) for dedicated server
On the dedicated server, hardcore death now persists XUID and IP bans to banned-players.json and banned-ips.json via the Access system, and disconnects the player. Bans survive server restarts. Client-hosted games retain the existing in-memory XUID ban with force-save behavior. - Add hardcore property to server.properties (forces Hard difficulty) - Add LevelData::setHardcore() so loaded worlds respect the server config - Add PlayerList::banPlayerForHardcoreDeath() with persistent XUID + IP bans - Reject respawn requests server-side in hardcore mode - Ensure server-side player ticks run without move packets (fixes environmental damage not applying for some clients) - Restore 0x8 hardcore bit on LoginPacket/RespawnPacket wire format so the client-side death screen detects hardcore mode correctly
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@@ -70,7 +70,7 @@ void RespawnPacket::read(DataInputStream *dis) //throws IOException
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void RespawnPacket::write(DataOutputStream *dos) //throws IOException
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{
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dos->writeByte(dimension);
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dos->writeByte(playerGameType->getId() | (m_isHardcore ? 0x8 : 0));
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dos->writeByte(m_isHardcore ? (playerGameType->getId() | 0x8) : playerGameType->getId());
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dos->writeShort(mapHeight);
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if (m_pLevelType == nullptr)
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{
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