Paper/Spigot-Server-Patches/0475-Sync-position-on-teleportation.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 3 May 2020 14:25:55 -0400
Subject: [PATCH] Sync position on teleportation
We've seen many a cases where the "last good" x/y/z is desynced from
the x/y/z that is checked for moving too fast.
Theory is that when you have multiple movement packets queued up,
and the player is teleported after the first then the 2nd and 3rd come in,
it is triggering a massive movement velocity.
This will ensure that the servers position is synchronized anytime player is teleported.
diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
index 2ab3f2ffb7266bc6a566620b4f3db31a98b9208e..553c7313e2b699be88ea01460fd299421c42b176 100644
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
@@ -501,6 +501,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
this.o = this.teleportPos.x;
this.p = this.teleportPos.y;
this.q = this.teleportPos.z;
+ this.syncPosition(); // Paper
if (this.player.H()) {
this.player.I();
}
@@ -1299,6 +1300,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
this.A = this.e;
this.player.setLocation(d0, d1, d2, f, f1);
+ this.syncPosition(); // Paper
this.player.playerConnection.sendPacket(new PacketPlayOutPosition(d0 - d3, d1 - d4, d2 - d5, f - f2, f1 - f3, set, this.teleportAwait));
}