Paper/Spigot-Server-Patches/0497-Sync-position-on-teleportation.patch
Aikar 597263fd55
Don't skip full player connection tick when dead
Still need to send keep alives and kick for idle

Fixes #3299
2020-05-06 19:30:47 -04:00

35 lines
1.6 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
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 76df4bdf8831f993d52bb6561ff5e05c774811e7..10155fcfa5936c6fce2300e21352c5a56b75de6c 100644
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
@@ -498,6 +498,7 @@ 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();
}
@@ -1269,6 +1270,7 @@ 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));
}