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Add BadPacketsZ #2063
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I see an awful lot of magic numbers here: 50e6, -19, could you document what these are for and how you derived them? This seems like a fairly well thought out check but its very borderline heuristicy I'd also appreciate it if you could join the Discord to talk to us in a more real-time manner https://discord.gg/brgGk53j |
coming from 0.03/tick skipping sending one position every 20 ticks |
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Besides the now patched oversight causing falses from /tick rate, false flags were also found under extreme server lag (~2tps). |
This is the tick duration measured in nanoseconds under 20tps.
As mentioned by ManInMyVan, this comes from the player only sending movement packets once per second (20 ticks) when 0.03 is in effect.
I am aware that the check only works when the player is responding to transactions normally—which means that Blink modules blocking all outbound packets (instead of just movement packets) can easily bypass the check. Despite that, I still think the check will be a good addition to Grim, since when the player do respond to transactions,
Actually I didn't know that was a thing, thx for bringing it up I guess? |
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The check detects suspended movement packets, as in certain Blink modules.
Tested under 0/300/1000ms in Paper 1.8.8/1.12.2/1.21.1 with no falses.