geforkt von Mirrors/Paper
bb4002d82e
Use a proper teleport for teleporting to entities in different worlds. Validate that the target entity is valid and deny spectate requests from frozen players. Also, make sure the entity is spawned to the client before sending the camera packet. If the entity isn't spawned clientside when it receives the camera packet, then the client will not spectate the target entity.
35 Zeilen
1.6 KiB
Diff
35 Zeilen
1.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 3 May 2020 14:25:55 -0400
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Subject: [PATCH] Sync position on teleportation
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We've seen many a cases where the "last good" x/y/z is desynced from
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the x/y/z that is checked for moving too fast.
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Theory is that when you have multiple movement packets queued up,
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and the player is teleported after the first then the 2nd and 3rd come in,
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it is triggering a massive movement velocity.
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This will ensure that the servers position is synchronized anytime player is teleported.
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index 625479b97adf19df67f04dcbe445d78bccb0fc2c..f692276617d9c24ded5e887090e00642b0d63eba 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -498,6 +498,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.o = this.teleportPos.x;
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this.p = this.teleportPos.y;
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this.q = this.teleportPos.z;
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+ this.syncPosition(); // Paper
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if (this.player.H()) {
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this.player.I();
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}
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@@ -1277,6 +1278,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.A = this.e;
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this.player.setLocation(d0, d1, d2, f, f1);
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+ this.syncPosition(); // Paper
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this.player.playerConnection.sendPacket(new PacketPlayOutPosition(d0 - d3, d1 - d4, d2 - d5, f - f2, f1 - f3, set, this.teleportAwait));
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}
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