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Don't send more than one ServerboundSwingPacket per tick
Should address #2875
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parent
c483204446
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2 changed files with 18 additions and 4 deletions
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@ -457,7 +457,6 @@ public class GeyserSession implements GeyserConnection, GeyserCommandSource {
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* Counts how many ticks have occurred since an arm animation started.
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* -1 means there is no active arm swing.
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*/
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@Getter(AccessLevel.NONE)
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private int armAnimationTicks = -1;
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/**
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@ -49,11 +49,26 @@ public class BedrockAnimateTranslator extends PacketTranslator<AnimatePacket> {
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case SWING_ARM ->
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// Delay so entity damage can be processed first
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session.scheduleInEventLoop(() -> {
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if (session.getArmAnimationTicks() != 0) {
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// So, generally, a Java player can only do one *thing* at a time.
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// If a player right-clicks, for example, then there's probably only one action associated with
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// that right-click that will send a swing.
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// The only exception I can think of to this, *maybe*, is a player dropping items
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// Bedrock is a little funkier than this - it can send several arm animation packets in the
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// same tick, notably with high levels of haste applied.
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// Packet limiters do not like this and can crash the player.
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// If arm animation ticks is 0, then we just sent an arm swing packet this tick.
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// See https://github.com/GeyserMC/Geyser/issues/2875
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// This behavior was last touched on with ViaVersion 4.5.1 (with its packet limiter), Java 1.16.5,
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// and Bedrock 1.19.51.
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// Note for the future: we should probably largely ignore this packet and instead replicate
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// all actions on our end, and send swings where needed.
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session.sendDownstreamPacket(new ServerboundSwingPacket(Hand.MAIN_HAND));
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session.activateArmAnimationTicking();
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},
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25,
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TimeUnit.MILLISECONDS
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}
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},
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25,
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TimeUnit.MILLISECONDS
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);
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// These two might need to be flipped, but my recommendation is getting moving working first
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case ROW_LEFT -> {
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