geforkt von Mirrors/Paper
70ad51a80c
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
My recent work on serialization is now in CraftBukkit so was able to drop the patch and Paper
is now consistent with upstream.
Bukkit Changes:
e2699636 Move API notes to more obvious location
CraftBukkit Changes:
1b2830a3
SPIGOT-4441: Fix serializing Components to and from Legacy
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 294e9a47e21be0babad2ea3d2a9b3fc79083e350..45944cad9436dd309a6323f80a0c4c2f2bb6367b 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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