Paper/Spigot-Server-Patches/0498-Sync-position-on-teleportation.patch

38 lines
1.5 KiB
Diff
Raw Normal View History

From 1e7d68cf958496b9e67872eeb5cc01364bd15339 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 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