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Mirror von https://github.com/PaperMC/Velocity.git synchronisiert 2024-11-17 05:20:14 +01:00

Don't fire a FML reset packet on first login, set it as required for the second join after the first.

Fixes #69
Dieser Commit ist enthalten in:
Daniel Naylor 2018-09-12 10:21:28 +01:00
Ursprung ab2c887e2c
Commit f10e9ac8e4
2 geänderte Dateien mit 11 neuen und 7 gelöschten Zeilen

Datei anzeigen

@ -82,12 +82,6 @@ public class LoginSessionHandler implements MinecraftSessionHandler {
if (existingConnection == null) {
// Strap on the play session handler
connection.getPlayer().getConnection().setSessionHandler(new ClientPlaySessionHandler(server, connection.getPlayer()));
// This is for legacy Forge servers - during first connection the FML handshake will transition to complete regardless
// Thus, we need to ensure that a reset packet is ALWAYS sent on first switch.
//
// The call will handle if the player is not a Forge player appropriately.
connection.getPlayer().getConnection().setCanSendLegacyFMLResetPacket(true);
} else {
// The previous server connection should become obsolete.
// Before we remove it, if the server we are departing is modded, we must always reset the client state.

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@ -164,9 +164,19 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
public void handleBackendJoinGame(JoinGame joinGame) {
resetPingData(); // reset ping data;
if (!spawned) {
// nothing special to do here
// Nothing special to do with regards to spawning the player
spawned = true;
player.getConnection().delayedWrite(joinGame);
// We have something special to do for legacy Forge servers - during first connection the FML handshake
// will transition to complete regardless. Thus, we need to ensure that a reset packet is ALWAYS sent on
// first switch.
//
// As we know that calling this branch only happens on first join, we set that if we are a Forge
// client that we must reset on the next switch.
//
// The call will handle if the player is not a Forge player appropriately.
player.getConnection().setCanSendLegacyFMLResetPacket(true);
} else {
// Ah, this is the meat and potatoes of the whole venture!
//