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Compression? Your data values are wayyyyy too off to be of any use, which may indicate that you're not reading the data correctly, or the data getting sent to you is invalid, which I doubt is the case, or vanilla would cause a tantrum. One packet, you're parsing which tells me that you may be trying to read compressed data as actual data. Also paired with the fact that your packet lengths are inconsistent, sometimes big, sometimes small, which also tells me that packet compression may be at play here. Try looking into your compression/decompression algorithm and try again, and to test, disable the server's compression and see if that fixes your issue. |
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Hi guys,
I have some questions regarding the high-version protocol (1.20.6, which I assume has differences in protocol ID compared to 1.20.4).
I am building a command-line client, and I have successfully implemented the handshake -> login -> configuration process. However, when I attempt to handle the packet with
id = 0x40
in the play state (which corresponds toSynchronize Player Position
in 1.20.6 and, based on references from this link and this link, appears to match0x3E
in 1.20.4), I encounter an issue.The problem is that this packet has an extremely inconsistent length, ranging from 30 to 3000 bytes. I would like to ask if you have any insights into what might be causing this issue.
Here is a demo of my implementation:
Here is a small segment of test output data.
I appreciate your patience in reading through this. Since I am not very familiar with the Minecraft protocol, please feel free to point out any mistakes.
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