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I'm not sure it was really helping, and now suspecting it might be causing issues Movement sucks
32 lines
1.7 KiB
Diff
32 lines
1.7 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Fri, 12 Jun 2020 16:51:39 -0700
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Subject: [PATCH] Prevent position desync in playerconnection causing tp
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exploit
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Caused the server to revert to the player's overworld coordinates
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after teleporting into the end.
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Sidenote: The underlying issue is that the move call can teleport
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entities and do other things like kill the entity. In the future,
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to fix all exploits derieved from this usually unexpected
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behaviour, we need to move all of this dangerous logic outside
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of the move call and into an appropriate place in the tick method.
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index cace81e707245ba35be3c6d536b56618045e4c20..4050fa4b8ed060599fb3c14622737117fb2602df 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -1097,6 +1097,11 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.player.move(EnumMoveType.PLAYER, new Vec3D(d7, d8, d9));
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this.player.c(packetplayinflying.b()); // CraftBukkit - SPIGOT-5810, SPIGOT-5835: reset by this.player.move
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+ // Paper start - prevent position desync
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+ if (this.teleportPos != null) {
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+ return; // ... thanks Mojang for letting move calls teleport across dimensions.
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+ }
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+ // Paper end - prevent position desync
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double d12 = d8;
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d7 = d4 - this.player.locX();
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