Open kabluinc opened 2 years ago
When will this be done?
it's also interesting - when will they do it?
I believe the last time this was discussed, we were open to the idea but we didn't want to implement something specifically for Waterdog. We would rather conform to a generic protocol. Alternatively this could be extension territory possibly.
what are the alternatives in this case?
An alternative: Don't run Geyser behind the proxy. Use a transfer packet to completely move the player from WaterDogPE to the separate Geyser server. Which means they completely disconnect from your proxy. If you want to move them back to the proxy, you need to send another transfer packet from the Geyser server.
where can I get a transfer package?
Describe the bug
When using WaterDogPE proxy (https://github.com/WaterdogPE/WaterdogPE) to connect to the Geyser server, everyones IP and XUID is the same as the proxy's.
For pocketmine, a plugin is used to retrieve the clients real IP/XUID from the
Waterdog_X
value of login packet client data. (https://github.com/supercrafter333/WaterdogPE-IP-XUID-Fixer)Could something like this be done for Geyser, please?
To Reproduce
Setup a WaterDogPE proxy and add geyser server to it Join through proxy Check IP of all players on Geyser server who have joined through the proxy
Expected behaviour
Players real IP is retrieved and applied
Screenshots / Videos
No response
Server Version and Plugins
No response
Geyser Dump
No response
Geyser Version
2.02-SNAPSHOT (0829b5cd4ebadd11ebef203c5c624eedad477bb3)
Minecraft: Bedrock Edition Version
1.18.12
Additional Context
No response