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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:
Ursprung
ab2c887e2c
Commit
f10e9ac8e4
@ -82,12 +82,6 @@ public class LoginSessionHandler implements MinecraftSessionHandler {
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if (existingConnection == null) {
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// Strap on the play session handler
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connection.getPlayer().getConnection().setSessionHandler(new ClientPlaySessionHandler(server, connection.getPlayer()));
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// This is for legacy Forge servers - during first connection the FML handshake will transition to complete regardless
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// Thus, we need to ensure that a reset packet is ALWAYS sent on first switch.
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//
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// The call will handle if the player is not a Forge player appropriately.
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connection.getPlayer().getConnection().setCanSendLegacyFMLResetPacket(true);
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} else {
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// The previous server connection should become obsolete.
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// 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 {
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public void handleBackendJoinGame(JoinGame joinGame) {
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resetPingData(); // reset ping data;
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if (!spawned) {
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// nothing special to do here
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// Nothing special to do with regards to spawning the player
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spawned = true;
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player.getConnection().delayedWrite(joinGame);
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// We have something special to do for legacy Forge servers - during first connection the FML handshake
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// will transition to complete regardless. Thus, we need to ensure that a reset packet is ALWAYS sent on
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// first switch.
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//
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// As we know that calling this branch only happens on first join, we set that if we are a Forge
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// client that we must reset on the next switch.
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//
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// The call will handle if the player is not a Forge player appropriately.
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player.getConnection().setCanSendLegacyFMLResetPacket(true);
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} else {
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// Ah, this is the meat and potatoes of the whole venture!
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//
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