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Made the movement speed check more reliable on high load servers.
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98633a9f16
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@ -55,6 +55,7 @@ public class MinecraftServer implements Runnable, ICommandListener {
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public OptionSet options;
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public ColouredConsoleSender console;
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public ConsoleReader reader;
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public static int currentTick;
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// Craftbukkit end
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public MinecraftServer(OptionSet options) { // CraftBukkit - adds argument OptionSet
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@ -281,6 +282,7 @@ public class MinecraftServer implements Runnable, ICommandListener {
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j = 0L;
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} else {
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while (j > 50L) {
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MinecraftServer.currentTick = (int) (System.currentTimeMillis() / 50); // CraftBukkit
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j -= 50L;
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this.h();
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}
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@ -38,6 +38,7 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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private double z;
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private boolean m = true;
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private Map n = new HashMap();
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private int lastTick = MinecraftServer.currentTick; // CraftBukkit
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public NetServerHandler(MinecraftServer minecraftserver, NetworkManager networkmanager, EntityPlayer entityplayer) {
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this.minecraftServer = minecraftserver;
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@ -277,11 +278,15 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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double d7 = d3 - this.player.locZ;
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double d8 = d4 * d4 + d6 * d6 + d7 * d7;
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if (d8 > 100.0D) {
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a.warning(this.player.name + " moved too quickly!");
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// CraftBukkit start - make the movement speed check behave properly under tick degradation.
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int elapsedTicks = MinecraftServer.currentTick - this.lastTick;
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if (d8 > 100.0D * (elapsedTicks == 0 ? 1 : elapsedTicks)) {
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a.warning(this.player.name + " moved too quickly! Elapsed ticks: " + (elapsedTicks == 0 ? 1 : elapsedTicks) + ", Distance change: " + d8);
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this.disconnect("You moved too quickly :( (Hacking?)");
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return;
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}
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this.lastTick = MinecraftServer.currentTick;
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// CraftBukkit end
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float f4 = 0.0625F;
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// CraftBukkit
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