Be more selective when sending reset packets.

Always send the packet when going from modded -> anything, send the packet later when going from vanilla -> modded, never send it on a vanilla -> vanilla switch.
This commit is contained in:
Daniel Naylor 2014-09-30 22:08:44 +01:00 committed by md_5
parent cfad2c65d4
commit 4d389df7c8

View File

@ -110,7 +110,22 @@ public class ServerConnector extends PacketHandler
Preconditions.checkState( thisState == State.LOGIN_SUCCESS, "Not expecting LOGIN_SUCCESS" );
ch.setProtocol( Protocol.GAME );
thisState = State.LOGIN;
if ( user.getServer() != null && user.getForgeClientHandler().isHandshakeComplete() )
// Only reset the Forge client when:
// 1) The user is switching servers (so has a current server)
// 2) The handshake is complete
// 3) The user is currently on a modded server (if we are on a vanilla server,
// we may be heading for another vanilla server, so we don't need to reset.)
//
// user.getServer() gets the user's CURRENT server, not the one we are trying
// to connect to.
//
// We will reset the connection later if the current server is vanilla, and
// we need to switch to a modded connection. However, we always need to reset the
// connection when we have a modded server regardless of where we go - doing it
// here makes sense.
if ( user.getServer() != null && user.getForgeClientHandler().isHandshakeComplete()
&& user.getServer().isForgeServer() )
{
user.getForgeClientHandler().resetHandshake();
}
@ -277,6 +292,14 @@ public class ServerConnector extends PacketHandler
{
if ( channel.equals( ForgeConstants.FML_HANDSHAKE_TAG ) )
{
// If we have a completed handshake and we have been asked to register a FML|HS
// packet, let's send the reset packet now. Then, we can continue the message sending.
// The handshake will not be complete if we reset this earlier.
if ( user.getServer() != null && user.getForgeClientHandler().isHandshakeComplete() )
{
user.getForgeClientHandler().resetHandshake();
}
isForgeServer = true;
break;
}