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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
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try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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Member

The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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Make sure to remove perm/op after command#1277
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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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ContributorAuthor

Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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Member

The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Make sure to remove perm/op after command by Phoenix616 · Pull Request #1277 · EngineHub/CraftBook · GitHub
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Make sure to remove perm/op after command - #1277

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This change makes sure that the wildcard permission and op status are properly removed from the player after the command in the command items or custom crafting configs are executed even if any kind of exception occurred while executing it.

Also adjusted the CustomCrafting op setters to work the same way as the CommandItems ones (checking the wasOp) and explicitly setting the op to false after execution to improve code readability.

@me4502

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The reason this isn't done is that it was causing server deadlocks in some cases.

Generally the SUPERUSER commanditem run as type is no longer supported, and will be fully removed in CB5.

It may be replaced with a permission attachment system, but generally that doesn't work too well with how perm plugins do caching now. Console is the recommended way

@Phoenix616

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Tbh. I feel like a deadlock would still be a lot better than a player walking around with op and * permission.

@me4502

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The deadlock was much more likely than the case you described. Really I'd prefer to keep it in the "not recommended" state as is with it /mostly/ working, then remove it in CB5 where people won't send me death threats for months for removing a feature in a non-major release

@me4502

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To clarify - changing it to this makes the feature detrimental enough that it's /likely/ to cause problems, which massively increases the current risk factor. I'd rather entirely remove it than introduce the deadlock issue

@Phoenix616

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Do you have any further information on the deadlock? Because I have been running a similar code for years without any issues...

@me4502

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Not really - it was just something that got reported a lot without reproducibility on my end

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@Phoenix616@me4502