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Fix for edgecase FML|HS packet desynchronization (#948)

* Fix for edgecase FML|HS packet desynchronization

* Change approach for FML packet desynchronization edge case
Dieser Commit ist enthalten in:
DEv0on 2023-02-15 07:00:11 +01:00 committet von GitHub
Ursprung 8761d02def
Commit cd35e8f8a9
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@ -40,6 +40,7 @@ import com.velocitypowered.proxy.connection.MinecraftSessionHandler;
import com.velocitypowered.proxy.connection.backend.BackendConnectionPhases; import com.velocitypowered.proxy.connection.backend.BackendConnectionPhases;
import com.velocitypowered.proxy.connection.backend.BungeeCordMessageResponder; import com.velocitypowered.proxy.connection.backend.BungeeCordMessageResponder;
import com.velocitypowered.proxy.connection.backend.VelocityServerConnection; import com.velocitypowered.proxy.connection.backend.VelocityServerConnection;
import com.velocitypowered.proxy.connection.forge.legacy.LegacyForgeConstants;
import com.velocitypowered.proxy.protocol.MinecraftPacket; import com.velocitypowered.proxy.protocol.MinecraftPacket;
import com.velocitypowered.proxy.protocol.StateRegistry; import com.velocitypowered.proxy.protocol.StateRegistry;
import com.velocitypowered.proxy.protocol.packet.BossBar; import com.velocitypowered.proxy.protocol.packet.BossBar;
@ -277,7 +278,14 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
@Override @Override
public boolean handle(PluginMessage packet) { public boolean handle(PluginMessage packet) {
VelocityServerConnection serverConn = player.getConnectedServer(); // Handling edge case when packet with FML client handshake (state COMPLETE)
// arrives after JoinGame packet from destination server
VelocityServerConnection serverConn =
(player.getConnectedServer() == null
&& packet.getChannel().equals(
LegacyForgeConstants.FORGE_LEGACY_HANDSHAKE_CHANNEL))
? player.getConnectionInFlight() : player.getConnectedServer();
MinecraftConnection backendConn = serverConn != null ? serverConn.getConnection() : null; MinecraftConnection backendConn = serverConn != null ? serverConn.getConnection() : null;
if (serverConn != null && backendConn != null) { if (serverConn != null && backendConn != null) {
if (backendConn.getState() != StateRegistry.PLAY) { if (backendConn.getState() != StateRegistry.PLAY) {