From 0000000000000000000000000000000000000000 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 64a948510265b881b2aefdfbdb54ec0d413d2766..383a9bdec4d476bbde5a7c63a9915d2ed4c136a4 100644 --- a/src/main/java/net/minecraft/server/PlayerConnection.java +++ b/src/main/java/net/minecraft/server/PlayerConnection.java @@ -501,6 +501,7 @@ 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(); } @@ -1299,6 +1300,7 @@ 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)); }