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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:
Andrew Steinborn 2020-11-03 15:58:03 -05:00
Ursprung 325ab19102
Commit d708716ef6

Datei anzeigen

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