D4rKDeagle
- D4rKDeagle
- d4rkdeagle
- Europe/Lisbon
- Yes
- No
Knockback distance incorrect, depends on login order
Currently there are 2 bugs which completely break pvp, and this is one of them.
The knockback distance is determined by the order of players logging in to the server. So, the players that logged in last get the correct knockback, but players who logged in earlier get incorrect knockback.
Steps to reproduce:
1- Setup a command to teleport your TestPlayer to a fixed location, and don't move your test player;
2- Setup some signs to signal the distance that you knock the player back;
3- Relog.
4- Now sprint and hit the player once. Notice how far you send the player. Try this a few times, you should get similar results.
5- Relog your test player. Now, with your main account, repeat step 4. Notice that now the test player is getting the correct knockback (and not being sent "flying"). Again, try a couple times.According to TrazLander ( https://www.youtube.com/watch?v=kp4h0O_YKYw ), something that might
be causing this is something that we think it's probablynamed "Packet Priority", where the packets are not being sent to all players in the correct order. This is a logical explanation as if the player logs in last gets the correct knockback, means that the client is getting the packets in the correct order and faster than other clients.Currently there are 2 bugs which completely break pvp, and this is one of them.
The knockback distance is determined by the order of players logging in to the server. So, the players that logged in last get the correct knockback, but players who logged in earlier get incorrect knockback.
Steps to reproduce:
1- Setup a command to teleport your TestPlayer to a fixed location, and don't move your test player;
2- Setup some signs to signal the distance that you knock the player back;
3- Relog.
4- Now sprint and hit the player once. Notice how far you send the player. Try this a few times, you should get similar results.
5- Relog your test player. Now, with your main account, repeat step 4. Notice that now the test player is getting the correct knockback (and not being sent "flying"). Again, try a couple times.According to TrazLander ( https://www.youtube.com/watch?v=kp4h0O_YKYw ), something that might be causing this is something that we think that can be named "Packet Priority", where the packets are not being sent to all players in the correct order. This is a logical explanation as if the player logs in last gets the correct knockback, means that the client is getting the packets in the correct order and faster than other clients.
Currently there are 2 bugs which completely break pvp, and this is one of them.
The knockback distance is determined by the order of players logging in to the server. So, the players that logged in last get the correct knockback, but players who logged in earlier get incorrect knockback.
Steps to reproduce:
1- Setup a command to teleport your TestPlayer to a fixed location, and don't move your test player;
2- Setup some signs to signal the distance that you knock the player back;
3- Relog.
4- Now sprint and hit the player once. Notice how far you send the player. Try this a few times, you should get similar results.
5- Relog your test player. Now, with your main account, repeat step 4. Notice that now the test player is getting the correct knockback (and not being sent "flying"). Again, try a couple times.According to TrazLander ( https://www.youtube.com/watch?v=kp4h0O_YKYw ), something that might be causing this is something that we think that can be named "Packet Priority", where the packets are not being sent to all players in the correct order. This is a logical explanation as if the player logs in last gets the correct knockback, means that the client is getting the packets in the correct order and faster than other clients.
Yes, this is in vanilla Minecraft. No mods, neither on the server nor on the client.
Confirmed on release 1.5.2.
They still haven't fIxed this. I think that the problem is somehow related to the Netty framework but I can't say for sure as I don't know exactly how and when knockback is applied. Still, I'm both a big fan of pvp and a big fan of coding, só, I would like to see this issue addressed. And btw, no problem in posting your video; that's how I found out about these bugs, and thanks for telling me workarounds
Do you know if this bug was present in 1.6.4 or under? I'm not sure if it was, and I can't test that right now. If it wasn't, it might be because of the network code rewrite, or probably some bug in the Netty framework or something like that. But, if it's Netty, the Network code rewrite probably caused a lot more yet to be found bugs, but fixed some other ones, didn't it?
Well, I'm not a fan of the removal of server velocity. That's just one more hack for server admins to deal with, and, as a server moderator which also finds hackers it's gonna be harder, I mean, one more hack to look for...