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597263fd55
Still need to send keep alives and kick for idle Fixes #3299
34 lines
1.6 KiB
Diff
34 lines
1.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 3 May 2020 14:25:55 -0400
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Subject: [PATCH] Sync position on teleportation
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We've seen many a cases where the "last good" x/y/z is desynced from
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the x/y/z that is checked for moving too fast.
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Theory is that when you have multiple movement packets queued up,
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and the player is teleported after the first then the 2nd and 3rd come in,
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it is triggering a massive movement velocity.
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This will ensure that the servers position is synchronized anytime player is teleported.
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index 76df4bdf8831f993d52bb6561ff5e05c774811e7..10155fcfa5936c6fce2300e21352c5a56b75de6c 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -498,6 +498,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.o = this.teleportPos.x;
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this.p = this.teleportPos.y;
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this.q = this.teleportPos.z;
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+ this.syncPosition(); // Paper
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if (this.player.H()) {
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this.player.I();
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}
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@@ -1269,6 +1270,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.A = this.e;
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this.player.setLocation(d0, d1, d2, f, f1);
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+ this.syncPosition(); // Paper
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this.player.playerConnection.sendPacket(new PacketPlayOutPosition(d0 - d3, d1 - d4, d2 - d5, f - f2, f1 - f3, set, this.teleportAwait));
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}
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