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Cancelling redundant packets has to big problems: * The normal case is to not run in the primary thread. * For legit players a missed micro move could mean that survivalfly can not detect ground properly. Better approaches could be: * Cancel asynchronous packets if they match the last sent one (only simple hacks). * Check for moves passing block borders, request block shapes and such from the main thread. * Detect actual cheating or unusual patterns instead. * Queue packets for processing in the main thread. Missing: * Actually detect ACK packets for previous outgoing teleports. * Do something upon detecting illegal coordinates (asynchronous disconnect? queue kicking, config). |
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