geforkt von Mirrors/Velocity
Ensure the reset packet is not sent when Forge isn't expecting it.
Fixes #69
Dieser Commit ist enthalten in:
Ursprung
56a50c60b5
Commit
df637cd598
@ -82,6 +82,12 @@ public class LoginSessionHandler implements MinecraftSessionHandler {
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if (existingConnection == null) {
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if (existingConnection == null) {
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// Strap on the play session handler
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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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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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} else {
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// The previous server connection should become obsolete.
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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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// Before we remove it, if the server we are departing is modded, we must always reset the client state.
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@ -214,7 +214,20 @@ public class ClientPlaySessionHandler implements MinecraftSessionHandler {
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player.getConnection().flush();
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player.getConnection().flush();
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player.getConnectedServer().getMinecraftConnection().flush();
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player.getConnectedServer().getMinecraftConnection().flush();
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player.getConnectedServer().setHasCompletedJoin(true);
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player.getConnectedServer().setHasCompletedJoin(true);
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player.getConnection().setCanSendLegacyFMLResetPacket(true);
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if (player.getConnectedServer().isLegacyForge()) {
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// We only need to indicate we can send a reset packet if we complete a handshake, that is,
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// logged onto a Forge server.
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//
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// The special case is if we log onto a Vanilla server as our first server, FML will treat this
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// as complete and **will** need a reset packet sending at some point. We will handle this
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// during initial player connection if the player is detected to be forge.
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//
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// This is why we use an if statement rather than the result of VelocityServerConnection#isLegacyForge()
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// because we don't want to set it false if this is a first connection to a Vanilla server.
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//
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// See LoginSessionHandler#handle for where the counterpart to this method is
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player.getConnection().setCanSendLegacyFMLResetPacket(true);
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}
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}
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}
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public List<UUID> getServerBossBars() {
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public List<UUID> getServerBossBars() {
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