Minecraft PC IP: play.cubecraft.net

lAngelP

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Feb 1, 2016
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Hi!

Last months I've heard a lot about a famous glitch in Minecraft Servers, it consists in (I WON'T SAY HOW TO DO IT), with 'magic' and a bit of trick, when you are falling you keep frozen on the air, and here in CubeCraft you get teleported back to where you fall.

First we have to know that the Minecraft Client that uses this glitch doesn't update at all, it means it doesn't send packets to the server, but I noticed it still receives packet, but doesn't update what the user sees. So, knowing that it receives packets, we can patch that bug until Mojang finally fixes it. How to patch it is really easy, first you'll have to locate a player that doesn't move (we'll know that player as P), then, if after a certain amount of time, and under certain conditions based on the location of P, the type of blocks that surrounds him, etc... We will be sure that player is abusing that glitch, so, what's next? Just kill that player, he is falling and should not be alive.

I write that post to say that the PvP servers must fix that unfair glitch.

Here is a video to show how it works the patch I've developed:
 
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lAngelP

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Feb 1, 2016
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but if you fall down on your island
For example: you jump off the Eiffel Tower
get you also murdered?

No, you only get killed once you are frozen in the air, if you are falling you won't get killed. In the video you can see that until the player stops moving it's still alive. I coded some exceptions to avoid killing unfairly.
 

lAngelP

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Feb 1, 2016
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Ive seen some players do this, thanks for the explanation.
Nice skillz, I think this could really help

Thanks to all. It took a little time for me to realize how the glitch worked exactly and how the Minecraft Client and Server tracks it.
If Cubecraft implements it player will stop trying to do that. About one year ago almost nobody knew that, but now people are really abusing this. And here in Cubecraft it's worse as you get teleported to where you fall.

Some more notes: As all my plugins/codes I reached a code that works optimized and nobody know the fix is there untill they try to use it.
 

Undead

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Feb 10, 2016
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Your fix most likely has a lot of flaws, for example when it checks for those conditions whether they are falling or not what if you have fly? Does it check if your fly is enabled? What if you're in GM? This would slowly clog up the server and eventually just get to the point where it's unbearably laggy. Overall it just seems like a lag fest to me, you'd have a line for each player then it constantly checking those conditions for it to be fully effective, then once it checks it dumps it and refreshes. Maybe for a small server it'd be a good idea but for 100-200+ it just sounds like that plugin idea alone would cause issues, not to mention that it will most likely have conflictions with other plugins. It's a good idea, I just see a lot of bad and good with your idea.
 

lAngelP

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Feb 1, 2016
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Your fix most likely has a lot of flaws, for example when it checks for those conditions whether they are falling or not what if you have fly? Does it check if your fly is enabled? What if you're in GM? This would slowly clog up the server and eventually just get to the point where it's unbearably laggy. Overall it just seems like a lag fest to me, you'd have a line for each player then it constantly checking those conditions for it to be fully effective, then once it checks it dumps it and refreshes. Maybe for a small server it'd be a good idea but for 100-200+ it just sounds like that plugin idea alone would cause issues, not to mention that it will most likely have conflictions with other plugins. It's a good idea, I just see a lot of bad and good with your idea.

I'll try to explain this.

First, it is coded to not produce any lag at all (unless the hole Network is having Network issues, but that's different. Then, it doesn't need to check the conditions all time. It decides to kill you when it checks you two times, if both times it sees you're using the bug you are dead. Also, it only kills you if you are in survival or adventure and not able to fly, that should be added to the plugins to be even more compatible. I suppose all the plugins Cube has are custom, so that's why it won't produce any conflictions, each game has its own conditions to kill or not, plus some general conditions.

Lastly, it's extremely optimized (The first idea was checking constantly the player position, but I dumped that idea in favor one the one I implemented). It won't cause any lag issues, as how it works.
 

Undead

Well-Known Member
Feb 10, 2016
87
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My computer desk all day
I'll try to explain this.

First, it is coded to not produce any lag at all (unless the hole Network is having Network issues, but that's different. Then, it doesn't need to check the conditions all time. It decides to kill you when it checks you two times, if both times it sees you're using the bug you are dead. Also, it only kills you if you are in survival or adventure and not able to fly, that should be added to the plugins to be even more compatible. I suppose all the plugins Cube has are custom, so that's why it won't produce any conflictions, each game has its own conditions to kill or not, plus some general conditions.

Lastly, it's extremely optimized (The first idea was checking constantly the player position, but I dumped that idea in favor one the one I implemented). It won't cause any lag issues, as how it works.
Would be cool to see that in action, If there's no lag I could see that being a very useful plugin. :)
 
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lAngelP

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Feb 1, 2016
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Would be cool to see that in action, If there's no lag I could see that being a very useful plugin. :)

Thanks, all my plugins have no lag when released :P Even in my PC runs the server smoothly, and I've done really hard work. You'll see soon a useful feature in this forum. I'm improving it.
 

LowFat

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Dec 23, 2015
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How often are the checks? Does it account for players who are (almost still) climbing water surrounded by air? Are you checking based on exact location (pitch, yaw) or just xyz? This is interesting, but from what I can imagine there would be quite a few false detections.
 

lAngelP

Well-Known Member
Feb 1, 2016
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How often are the checks? Does it account for players who are (almost still) climbing water surrounded by air? Are you checking based on exact location (pitch, yaw) or just xyz? This is interesting, but from what I can imagine there would be quite a few false detections.
1) The checks are between 1 second and 5 seconds after the player stopped sending the move packet to the server.
2) If you are climbing water it won't kill you.
3) As I designed you don't need to know where the player is looking at.
4) I designed it to not kill until the plugin is sure the player is glitching.
 

LowFat

Well-Known Member
Dec 23, 2015
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The Chunk Network
1) The checks are between 1 second and 5 seconds after the player stopped sending the move packet to the server.
2) If you are climbing water it won't kill you.
3) As I designed you don't need to know where the player is looking at.
4) I designed it to not kill until the plugin is sure the player is glitching.
Based on what you said for #1, I assume you'd have to listen on the player move event and set a timer that is only cancelled by another move event?
 
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