Closed WesJD closed 2 years ago
After further testing, I'm experiencing some weird issues with this change. Perhaps I have missed a crucial part of fixing 1., as there is still kicking that occurs when the client <-> proxy and server <-> proxy thresholds do not match. Further, if the server compression threshold is set to -1 and the proxy threshold is set to 256, window click packets that contain a good amount of NBT data will cause the server to receive packets with IDs far above the maximum packet id, which then kicks the player (maybe due to an incorrect buffer size being reported somewhere when compression is off?). Will investigate more when I get time.
It was to my understanding that the compression between the proxy and server/client are separate, but maybe there is some sort of relationship I'm missing in the codebase.
This PR contains: