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Player#setPlayerTime only updates fields timeOffset and relativeTime,
which means the client may not immediately reflect the new time. This PR ensures that whenever
setPlayerTime is called, a ClientboundSetTimePacket is sent to the player so the client is synced immediately.

@UrAvgCode UrAvgCode requested a review from a team as a code owner November 16, 2025 17:43
@github-project-automation github-project-automation bot moved this to Awaiting review in Paper PR Queue Nov 16, 2025
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Generally LGTM, a bit annoying that we have this logic now duplicated from the general update flow in MinecraftServer but I don't think we can nicely extract that out, given the MinecraftServer logic has some allocation improvements that would make extraction less than ideal.

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