Mirror von
https://github.com/PaperMC/Velocity.git
synchronisiert 2024-12-24 23:30:26 +01:00
Use slower server switching sequence for Legacy Forge clients
Dieser Commit ist enthalten in:
Ursprung
325ab19102
Commit
d708716ef6
@ -13,6 +13,7 @@ import com.velocitypowered.api.event.player.TabCompleteEvent;
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import com.velocitypowered.api.network.ProtocolVersion;
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import com.velocitypowered.api.proxy.messages.ChannelIdentifier;
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import com.velocitypowered.proxy.VelocityServer;
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import com.velocitypowered.proxy.connection.ConnectionTypes;
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import com.velocitypowered.proxy.connection.MinecraftConnection;
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import com.velocitypowered.proxy.connection.MinecraftSessionHandler;
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import com.velocitypowered.proxy.connection.backend.BackendConnectionPhases;
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@ -333,30 +334,11 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
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} else {
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// Clear tab list to avoid duplicate entries
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player.getTabList().clearAll();
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// In order to handle switching to another server, you will need to send two packets:
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//
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// - The join game packet from the backend server, with a different dimension
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// - A respawn with the correct dimension
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//
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// Most notably, by having the client accept the join game packet, we can work around the need
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// to perform entity ID rewrites, eliminating potential issues from rewriting packets and
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// improving compatibility with mods.
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int sentOldDim = joinGame.getDimension();
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if (player.getProtocolVersion().compareTo(MINECRAFT_1_16) < 0) {
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// Before Minecraft 1.16, we could not switch to the same dimension without sending an
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// additional respawn. On older versions of Minecraft this forces the client to perform
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// garbage collection which adds additional latency.
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joinGame.setDimension(joinGame.getDimension() == 0 ? -1 : 0);
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if (player.getConnection().getType() == ConnectionTypes.LEGACY_FORGE) {
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this.doSafeClientServerSwitch(joinGame);
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} else {
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this.doFastClientServerSwitch(joinGame);
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}
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player.getConnection().delayedWrite(joinGame);
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player.getConnection().delayedWrite(
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new Respawn(sentOldDim, joinGame.getPartialHashedSeed(),
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joinGame.getDifficulty(), joinGame.getGamemode(), joinGame.getLevelType(),
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false, joinGame.getDimensionInfo(), joinGame.getPreviousGamemode(),
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joinGame.getCurrentDimensionData()));
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destination.setActiveDimensionRegistry(joinGame.getDimensionRegistry()); // 1.16
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}
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@ -394,6 +376,55 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
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destination.completeJoin();
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}
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private void doFastClientServerSwitch(JoinGame joinGame) {
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// In order to handle switching to another server, you will need to send two packets:
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//
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// - The join game packet from the backend server, with a different dimension
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// - A respawn with the correct dimension
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//
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// Most notably, by having the client accept the join game packet, we can work around the need
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// to perform entity ID rewrites, eliminating potential issues from rewriting packets and
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// improving compatibility with mods.
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int sentOldDim = joinGame.getDimension();
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if (player.getProtocolVersion().compareTo(MINECRAFT_1_16) < 0) {
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// Before Minecraft 1.16, we could not switch to the same dimension without sending an
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// additional respawn. On older versions of Minecraft this forces the client to perform
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// garbage collection which adds additional latency.
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joinGame.setDimension(joinGame.getDimension() == 0 ? -1 : 0);
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}
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player.getConnection().delayedWrite(joinGame);
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player.getConnection().delayedWrite(
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new Respawn(sentOldDim, joinGame.getPartialHashedSeed(),
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joinGame.getDifficulty(), joinGame.getGamemode(), joinGame.getLevelType(),
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false, joinGame.getDimensionInfo(), joinGame.getPreviousGamemode(),
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joinGame.getCurrentDimensionData()));
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}
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private void doSafeClientServerSwitch(JoinGame joinGame) {
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// Some clients do not behave well with the "fast" respawn sequence. In this case we will use
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// a "safe" respawn sequence that involves sending three packets to the clients. They have the
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// same affect but tend to work better with buggier clients (Forge 1.8 in particular).
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// Send the JoinGame packet itself, unmodified.
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player.getConnection().delayedWrite(joinGame);
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// Send a respawn packet in a different dimension.
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int tempDim = joinGame.getDimension() == 0 ? -1 : 0;
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player.getConnection().delayedWrite(
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new Respawn(tempDim, joinGame.getPartialHashedSeed(), joinGame.getDifficulty(),
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joinGame.getGamemode(), joinGame.getLevelType(),
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false, joinGame.getDimensionInfo(), joinGame.getPreviousGamemode(),
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joinGame.getCurrentDimensionData()));
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// Now send a respawn packet in the correct dimension.
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player.getConnection().delayedWrite(
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new Respawn(joinGame.getDimension(), joinGame.getPartialHashedSeed(),
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joinGame.getDifficulty(), joinGame.getGamemode(), joinGame.getLevelType(),
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false, joinGame.getDimensionInfo(), joinGame.getPreviousGamemode(),
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joinGame.getCurrentDimensionData()));
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}
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public List<UUID> getServerBossBars() {
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return serverBossBars;
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}
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