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Bug
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Resolution: Fixed
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1.16 Pre-release 6, 1.16 Pre-release 7, 1.16 Pre-release 8, 1.16 Release Candidate 1, 1.16
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Confirmed
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Networking
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Low
In 1.16 Prerelease 6 there was a field added to both the Login/Join Game packet and the Respawn Clientbound packets
These packets now contain the previous gamemode ID of the player.
Alsongside this; Gamemode ID -1, (Not defined gamemode) was added.
There is an issue with this however.
Both the current and past gamemodes are written to the netty network buffer by their integer ID.
That's -1 for Not defined.
They are written as *signed bytes*
The client then gets those and reads them as *unsigned bytes*
This does NOT create an issue were all gamemode IDs always positive (prior to this they were)
But since this snapshot there is a negative gamemode ID which can NEVER be read correctly by this
Sending the client -1 as ID will make it read 255 from the buffer.
Solution: Read both gamemode IDs as signed bytes, like they should be read