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Fix PS4 behavior with NetworkStackLatencyTranslator (#1678)
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1 changed files with 12 additions and 1 deletions
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@ -30,6 +30,7 @@ import com.nukkitx.protocol.bedrock.packet.NetworkStackLatencyPacket;
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import org.geysermc.connector.network.session.GeyserSession;
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import org.geysermc.connector.network.session.GeyserSession;
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import org.geysermc.connector.network.translators.PacketTranslator;
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import org.geysermc.connector.network.translators.PacketTranslator;
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import org.geysermc.connector.network.translators.Translator;
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import org.geysermc.connector.network.translators.Translator;
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import org.geysermc.floodgate.util.DeviceOS;
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/**
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/**
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* Used to send the keep alive packet back to the server
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* Used to send the keep alive packet back to the server
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@ -39,6 +40,16 @@ public class BedrockNetworkStackLatencyTranslator extends PacketTranslator<Netwo
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@Override
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@Override
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public void translate(NetworkStackLatencyPacket packet, GeyserSession session) {
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public void translate(NetworkStackLatencyPacket packet, GeyserSession session) {
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session.sendDownstreamPacket(new ClientKeepAlivePacket(packet.getTimestamp() / 1000));
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long pingId;
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// so apparently, as of 1.16.200
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// PS4 divides the network stack latency timestamp FOR US!!!
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// WTF
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if (session.getClientData().getDeviceOS().equals(DeviceOS.NX)) {
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// Ignore the weird DeviceOS, our order is wrong and will be fixed in Floodgate 2.0
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pingId = packet.getTimestamp();
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} else {
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pingId = packet.getTimestamp() / 1000;
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}
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session.sendDownstreamPacket(new ClientKeepAlivePacket(pingId));
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}
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}
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}
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}
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