Relog knockback fix?

Discussion in 'Plugin Development' started by Everyonc, May 22, 2014.

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  1. Offline

    Everyonc

    Hello,

    Relog = when a player enteres the game after other players and is on the server for less time then them he can hit them from a longer range and more.
    How do I fix that? Ping packets or anything?

    Look at 1:23

     
  2. Offline

    mine-care

    I still don't get what you want, but if you don't want players to be knocked back when they rejoin, just use a playerjoinevent and try to get the players location and teleport him to this location so he is likely frozen...
     
  3. Offline

    RawCode

    dont allow player to move or attack for x seconds after login...

    this is damn obvious.
     
  4. Offline

    Everyonc

    You dont understand dude, this is the minecraft bug. it possible to fix i know.

    omgggg... are you dumb ? Dont answer if dont know what's going on. look at this film at 1:24
     
  5. Offline

    RawCode

    Everyonc
    Only dump person here is you.

    have a good day.
     
    Chlorek likes this.
  6. Offline

    NathanWolf

    That's really weird, this bug is news to me. Is this a long-standing thing, or only in a recent dev build? Any more information you can provide may help, if there aren't people who immediately know what this problem is.

    How long does the effect last? Does the "relogged" player have a longer attack range for the duration of their session, or only until they move, or?

    Sorry if this is all explained in the video, I couldn't watch it with sound on.
     
  7. Offline

    Everyonc

    Please bury in the ground please dude you dumb :'(

    Ok no problem ;)
    When a player enteres the game after other players and is on the server for less time then them he can hit them from a longer range and more, and that player who login later in addition gets smaller knockback. You can see that at this film at 1:24-2:20. Really you do not need to know the language :p The player who stay at green wool logged after the player on red. And Later, the situation is reversed, the player on red has better knock !!
     
  8. Offline

    RawCode

    Everyonc
    You too stupid to perform any debugging and operate random video as source of information, there is no hope for you.
     
  9. Offline

    Garris0n

    RawCode To be fair, it's a real issue. Here is the Mojang bug page.
     
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  10. Offline

    NathanWolf


    For someone (like me) unfamiliar with this problem, I'd need more details to be able to help. I double I can help anyway, though I'm curious about it.

    The problem doesn't change after some time? What CB version?


    Posting direct link to the root issue FTW. That should've been in the OP :)

    Looks like someone made a patch, you could request a CB PR (if there is not one already, keep searching) or build your own custom CB.

    This doesn't look (to me) like something you could fix with a plugin, even something like ProtocolLib, though i guess not sure, maybe you could cache and re-order packets.

    My personal feeling, if it's an official bug, wait for an official fix. No sense spending a ton of time making a work-around unless you really, really need it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jun 8, 2016
  11. Offline

    Garris0n

    NathanWolf Here is an example of a fix. This post is probably going to be deleted because that's technically an unofficial build, but whatever. It's an example of how to fix the issue.
     
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    NathanWolf

    That's the one I saw, too. I was wondering if someone had tried to turn it into a Bukkit PR, or if this is the kind of thing Bukkit would prefer to wait for Mojang to fix internally.
     
  13. Offline

    xize

    hmm I'm wondering is there a difference in packet data when they attack on a relog?

    because I think the connection play a little role to, not sure though but when I'm playing pvp sometimes ive the chance to hit someone 8 a 10 blocks away when heavily spamming my mouse in a laggy server, does the server not cache packets in a sort of quee when there could be a potententional chance the player 'times out' but doesn't?, ive seen on some servers when relogging I can't take damage directly for a few seconds, so that could maybe also mean it tempory won't track my movements?
     
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