Mojira Archive
BDS-3457

Client ignores MovePlayerPacket

As you can already expect, I'm trying to Move the playing player as also other players with the MovePlayerPacket. But the client doesn't move the player, only the Rotation gets applied and some kind of momentum when I send the packet and the player is already moving.
I tried every Mode and there is no real difference at all.

I also checked everything a bunch times, and the packet is valid.

I'm using the protocol version 389 and there is on every platform the same behavior.
When needed I would also add an logging of all packets which get send, but there is also nothing special because everything else works just as expected.

Comments2

Hi Kevin,

Are you able to elaborate on what you're doing at all? Based only on the report I'm a little confused as to what this relates to and how to reproduce it.

Ionic

It's solved, the problem was an invalid packet format in the clientbound direction. (Riding Entity Id) which gets written bei BDS but leads to this behaviour. (Just not writing it)

History8

Valaphee

Changed description:

As you can already expect, I'm trying to Move the playing player as also other players with the MovePlayerPacket. But the client doesn't move the player, only the Rotation gets applied and some kind of momentum when I send the packet and the player is already moving.
0I tried every Mode and there is no real difference at all.

0

I also checked everything a bunch times, and the packet is valid.

0

I'm using the protocol version 389 and there is every platform the same behavior.

As you can already expect, I'm trying to Move the playing player as also other players with the MovePlayerPacket. But the client doesn't move the player, only the Rotation gets applied and some kind of momentum when I send the packet and the player is already moving.
0 I tried every Mode and there is no real difference at all.

0

I also checked everything a bunch times, and the packet is valid.

0

I'm using the protocol version 389 and there is on every platform the same behavior.
0When needed I would also add an logging of all packets which get send, but there is also nothing special because everything else works just as expected.

[Mod] OcelotOnesie

Removed Confirmation Status: Unconfirmed

Key

Platform

project

Added affects versions: 1.14.32.1

Removed affects versions: 1.14.32.1

IonicEcko

Added labels: awaiting-response

Removed labels:

Valaphee

Added Security Level: Minecraft - Private

[Mod] OcelotOnesie

Removed Security Level: Minecraft - Private

IonicEcko

Added labels:

Removed labels: awaiting-response

Valaphee

Deleted comment:

Greetings,

The project I'm involved in is the complete translation of the Java Protocol into the Bedrock, so far so good. Everything works just as it should. Only the movement of players, and there is also a way to reproduce it and also a server. I don't know if "bug" is the best "tag" for this kind of problem, but its just seems like to be a bug, because how the client behaves is really wired.

And I tried thousand different possible solutions at my self, to get this stuff to work, but in general it works, It's possible to move the own player with the AbsoluteMoveActor packets (or they name it, I refer to the mappings in the bedrock_server).

And this is the only place where I can ask, report this kind of problem. And there is also nothing special, we're just encrypting the protocol, sending the world (v8 Format) and enable authoritative movement for position correction (the Bedrock Client Player seems to get nearer to stairs as a Java one) and were also sending some basic Metadata for example the Bounding box, scale and that there is gravity.

But I also know that there is some kind of not telling, figure it out by yourself, but I just give it a try. But we're also trying to get a partnership because we're one of the largest city build networks and an even larger group of Minecraft networks in Germany at least.

 

Kind regards
Valaphee

[Mod] OcelotOnesie
Cannot Reproduce
Valaphee
0
1
1.14.32.1