PrismarineJS / PrismarineJS/node-minecraft-protocol
Cannot join server if handshake packet contains 0xfe
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- Dominant language
- JavaScript
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Description
This problem is related to the processing of legacy server list ping packet. As written in framing.js
if (this.recognizeLegacyPing && this.buffer[0] === LEGACY_PING_PACKET_ID) {
and client.js
this.splitter.recognizeLegacyPing = state === states.HANDSHAKING
A packet starting with 0xfe would be regarded as legacy ping packet. However, my situation is that this 0xfe is not legacy ping packet id, but part of the varint indicating the packet length, so the handshake packet is ignored and player just get timed out. Because i was running this server behind a BungeeCord proxy with ip forwarding turned on, the handshake packet could be lengthy, thus may cause the above problem. My temporary workaround is just changing the corresponding line in framing.js to
if (false && this.buffer[0] === LEGACY_PING_PACKET_ID) {
and it worked. Is there any less hacky way to fix this?
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- Read the whole issue, then the project's contributing guide.
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- Open a pull request that references the issue number.
Research direction
Start in framing.js and client.js, tracing how recognizeLegacyPing is enabled during handshaking and how the first byte is interpreted. Reproduce the lengthy handshake case behind BungeeCord with IP forwarding, then verify that a handshake whose length varint begins with 0xfe is processed normally without breaking legacy server-list ping handling.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- networking
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100