diff --git a/Spigot-Server-Patches/0498-Sync-position-on-teleportation.patch b/Spigot-Server-Patches/0498-Sync-position-on-teleportation.patch new file mode 100644 index 0000000000..6d9eb5b8ae --- /dev/null +++ b/Spigot-Server-Patches/0498-Sync-position-on-teleportation.patch @@ -0,0 +1,37 @@ +From 1e7d68cf958496b9e67872eeb5cc01364bd15339 Mon Sep 17 00:00:00 2001 +From: Aikar +Date: Sun, 3 May 2020 14:25:55 -0400 +Subject: [PATCH] Sync position on teleportation + +We've seen many a cases where the "last good" x/y/z is desynced from +the x/y/z that is checked for moving too fast. + +Theory is that when you have multiple movement packets queued up, +and the player is teleported after the first then the 2nd and 3rd come in, +it is triggering a massive movement velocity. + +This will ensure that the servers position is synchronized anytime player is teleported. + +diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java +index 02bda8bee4..a188d9f3b6 100644 +--- a/src/main/java/net/minecraft/server/PlayerConnection.java ++++ b/src/main/java/net/minecraft/server/PlayerConnection.java +@@ -500,6 +500,7 @@ public class PlayerConnection implements PacketListenerPlayIn { + this.o = this.teleportPos.x; + this.p = this.teleportPos.y; + this.q = this.teleportPos.z; ++ this.syncPosition(); // Paper + if (this.player.H()) { + this.player.I(); + } +@@ -1271,6 +1272,7 @@ public class PlayerConnection implements PacketListenerPlayIn { + + this.A = this.e; + this.player.setLocation(d0, d1, d2, f, f1); ++ this.syncPosition(); // Paper + this.player.playerConnection.sendPacket(new PacketPlayOutPosition(d0 - d3, d1 - d4, d2 - d5, f - f2, f1 - f3, set, this.teleportAwait)); + } + +-- +2.26.2 +