GithubHelp home page GithubHelp logo

Comments (13)

md-5 avatar md-5 commented on August 18, 2024 9

What progress / fix are you expecting given the above comments?

from bungeecord.

Codixer avatar Codixer commented on August 18, 2024 1

Presumably? Provide a solution for players who use your software. Bungeecord is one of the most important pieces of networking software right next to Velocity.

While there are forks who try to patch these issues, it would be nice if stuff gets solved downstream. As plugin developers have to take the blame when a user goes "WAAA, your plugin doesnt work!!!! WHAAAA, I will review you 1 star because bungeecord doesn't work, WHAAAA". While this isn't even the fault of the developers of a plugin, but the software the plugin runs on.

from bungeecord.

md-5 avatar md-5 commented on August 18, 2024 1

While there are forks who try to patch these issues, it would be nice if stuff gets solved downstream.

They're welcome to provide a pull request upstream.

As per the ticket above it's very unclear what the fix for this is or if it's even a bug. Please explain what about BungeeCord is not working. You haven't contributed anything helpful to this discussion.

from bungeecord.

md-5 avatar md-5 commented on August 18, 2024

This is unavoidable due to Mojang's addition of an extra step in the protocol. What exactly is the bug you think needs addressing?

from bungeecord.

NEZNAMY avatar NEZNAMY commented on August 18, 2024

I am unable to use the event to send stuff, because it gets cleared right away. So I need a workaround.
I came up with 2 ideas on my plugin side, both of which are highly questionable and I'm looking for some confirmation if it's up to me or something can be done on bungeecord side about this. I have no way to know if player received the packet after switching or not yet.

from bungeecord.

Janmm14 avatar Janmm14 commented on August 18, 2024

Maybe a suitable solution could be to move ServerConnectedEvent call in ServerConnector to after we sent Login packets in that method and NEZNAMY should then use ServerConnectedEvent.

But to be honest with this change I feel even more lost inside bungee's code. What is called in which state of the protocol, what will happen afterwards etc. I think there is a need of some diagrams detailing what methods will be called and which packets are sent/expected to be recieved for first connection / server switches per mc version.

from bungeecord.

0utplay avatar 0utplay commented on August 18, 2024

I think I found a similar problem with the events in the 1.20.1 / 1.20.2. While the ServerConnectedEvent is called on an initial login in 1.20.1 without a server (see figure 1), in 1.20.2 a server is already assigned to the player (see figure 2).

Running version git:BungeeCord-Bootstrap:1.20-R0.2-SNAPSHOT:1ef4d27:1754
Fig. 1 (connecting with 1.20.1)
idea64_IT2mrZnsNk
Fig. 2 (connecting with 1.20.2)
idea64_oWO3kl76HT

This causes problems with plugins that rely on the event behavior remaining the same especially when the bungeecord version is the same

from bungeecord.

md-5 avatar md-5 commented on August 18, 2024

I think something has to give, it is impossible for 1.20.1 and 1.20.2 to have the same behaviour. If not this (minor) difference you get a much bigger difference of the connection not being in a state to send most packets.

from bungeecord.

0utplay avatar 0utplay commented on August 18, 2024

Do you think we can somehow distinguish between an initial connect or server switch in the ServerConnectedEvent? This would at least the problem I am facing with the changes in 1.20.2.

from bungeecord.

NEZNAMY avatar NEZNAMY commented on August 18, 2024

Adding an event when login packet is sent would also solve this.

from bungeecord.

MattTheTekie avatar MattTheTekie commented on August 18, 2024

Is there any progress to this?

from bungeecord.

LucidAPs avatar LucidAPs commented on August 18, 2024

Will this be fixed?

from bungeecord.

Owen1212055 avatar Owen1212055 commented on August 18, 2024

Some food for thought, it would be beneficial if there was some event that could be fired when the configuration stage is completed on the client and they are now in the GAME protocol state.

I guess it's fair that this event firing here would cause these errors, but I think it's most reasonable to assume that the current functionality of the event doesn't really serve the best purpose-wise. Most notably previous code that communicated with the backend server in this stage now errors due to the player not yet being in the world. (Bukkit#getPlayer returns null)

I now add a ~500 MS delay after this event's invocation before trying to communicate with the backend (java server)... however, this is not the perfect solution as the client can potentially take longer than 500ms to ack the actual configuration stage.

from bungeecord.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.