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
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@@ -9,7 +9,7 @@ their position to the ground/exit location when entering the bed, resulting in
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the server believing they're still in the air.
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index c3710b73af..b62535ba04 100644
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index 8800a8fcf9..38ec22f4c0 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -0,0 +0,0 @@ public class PlayerConnection implements PacketListenerPlayIn {
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