13
0
geforkt von Mirrors/Velocity

Queue mod plugin messages instead.

Dieser Commit ist enthalten in:
Andrew Steinborn 2018-09-14 14:16:32 -04:00
Ursprung 496c579e46
Commit 9776675b70

Datei anzeigen

@ -34,6 +34,7 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
private boolean spawned = false;
private final List<UUID> serverBossBars = new ArrayList<>();
private final Set<String> clientPluginMsgChannels = new HashSet<>();
private final Queue<PluginMessage> loginPluginMessages = new ArrayDeque<>();
private final VelocityServer server;
public ClientPlaySessionHandler(VelocityServer server, ConnectedPlayer player) {
@ -163,7 +164,7 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
}
public void handleBackendJoinGame(JoinGame joinGame) {
resetPingData(); // reset ping data;
resetPingData(); // reset ping data
if (!spawned) {
// Nothing special to do with regards to spawning the player
spawned = true;
@ -221,6 +222,12 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
channel, toRegister));
}
// If we had plugin messages queued during login/FML handshake, send them now.
PluginMessage pm;
while ((pm = loginPluginMessages.poll()) != null) {
player.getConnectedServer().getMinecraftConnection().delayedWrite(pm);
}
// Flush everything
player.getConnection().flush();
player.getConnectedServer().getMinecraftConnection().flush();
@ -278,10 +285,14 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
}
if (player.getConnectedServer().isLegacyForge() && !player.getConnectedServer().hasCompletedJoin()) {
// Ensure that the FML handshake is forwarded. Do not try to forward other client-side plugin messages, as
// some mods are poorly coded and will crash if mod packets are sent during the handshake/join game process.
if (packet.getChannel().equals(VelocityConstants.FORGE_LEGACY_HANDSHAKE_CHANNEL)) {
// Always forward the FML handshake to the remote server.
player.getConnectedServer().getMinecraftConnection().write(packet);
} else {
// The client is trying to send messages too early. This is primarily caused by mods, but it's further
// aggravated by Velocity. To work around these issues, we will queue any non-FML handshake messages to
// be sent once the JoinGame packet has been received by the proxy.
loginPluginMessages.add(packet);
}
return;
}