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Client not following the correct sequence #949
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Connecting to the proxied server (online-mode: false) doesnt show the issue, the client seems to immediately spawn in the correct position. Maybe its just not noticable though… |
https://www.cubecraft.net/threads/rejoin-command.295241/post-1377615 Someone apparently also noticed the "fallback" |
It seems holding back even the first clientbound position packet until after the world border was initialized helps |
okay now i found the second case where the events emitted are most certainly not in the correct order. is there a way to emit them in the actual received order, synchronize them somehow? |
I don't understand what you are saying nmp is definitely sending packets in order and tcp is delevering them in order |
I think the event emitter was emitting out if order, or at least it seemed to be that way. I don't quite remember if I am still facing this issue or wether i solved it somehow |
[ x] The FAQ doesn't contain a resolution to my issue
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Detailed description of a problem
https://wiki.vg/Protocol_FAQ#What.27s_the_normal_login_sequence_for_a_client.3F
I am trying to debug an issue where when i connect to a proxied server i always initially spawn inside the floor, just to be "teleported" to the correct position microseconds afterwards.
In the flow of packets the client sends the settings -> custom_payload -> held_item_slot -> position_look commands.
While the custom_payload and the settings are expected (although in different order) the other two are kind of unexpected and the position_look command seems to show the issue with the spawning inside the floor:
It is always the same position it seems, at least around that area. The world spawn is nowhere near that position.
I dont really understand why the client is apparently sending its position to the server without even having chunk data at hand.
Although this kind of seems like a client issue, maybe this is triggered by some issue with the packets in the sequence before? Or some missconfiguration on my end?
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