Paper/Spigot-Server-Patches/0488-Allow-sleeping-players-to-float.patch
Aikar 87e7ee7e79
Improve Async Login to avoid firing in middle of Entity Ticking
If a sync load was triggered, it would process pending join events,
causing them to be added to the world in the middle of the entity ticking
process.

This caused their add to be queued instead of immediate, causing
"Illegal Tracking" errors.

This schedules it to fire at the players next Connection Tick, which
is exactly where this entire process use to run anyways.

Also added missing tab complete and syntax for syncloadinfo debug command
2020-04-29 05:40:40 -04:00

27 lines
1.4 KiB
Diff

From 12534ede5c4556d34e7e207fb7970b92b7ead475 Mon Sep 17 00:00:00 2001
From: Mariell Hoversholm <proximyst@proximyst.com>
Date: Sun, 19 Apr 2020 12:25:20 +0200
Subject: [PATCH] Allow sleeping players to float
This change lets players who are in their bed have a position which is above
ground for a longer period of time. This is because of the server not setting
their position to the ground/exit location when entering the bed, resulting in
the server believing they're still in the air.
diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
index 8800a8fcf9..38ec22f4c0 100644
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
@@ -162,7 +162,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
this.player.setLocation(this.l, this.m, this.n, this.player.yaw, this.player.pitch);
++this.e;
this.processedMovePackets = this.receivedMovePackets;
- if (this.B) {
+ if (this.B && !this.player.isSleeping()) { // Paper - #3176 Allow sleeping players to float
if (++this.C > 80) {
PlayerConnection.LOGGER.warn("{} was kicked for floating too long!", this.player.getDisplayName().getString());
this.disconnect(com.destroystokyo.paper.PaperConfig.flyingKickPlayerMessage); // Paper - use configurable kick message
--
2.26.2