I've seen the duping bug in action and I'm able to replicate it myself.
Specifically, I'm referring to the chest bug where the user executes a specific sequence of clicks in rapid succession.
When attempting to replicate it, I noticed that it is very time sensitive - if you're off just a little bit it does not work.
So I got to thinking, what if I introduced a slight delay to screw with the timing?
For example, using the onArmSwing listener:
onArmSwing(Player player)
Called when a player swings their arm, aka left clicks (even if no block is in front of them)
I'm going to test it out by writing a quick and dirty plugin that does nothing but listen for that, then introduce a small delay (1/10th or 1/20th of a second perhaps?)
My goal is to introduce enough of a delay to break the dupe sequence, but not so long that it generates lag or is otherwise noticeable when mining or building.
I also know that "onArmSwing" is among the most, if not THE most actions executed, so I do not know if listening for it and taking an additional action would have any impact on server performance.
Anyone have any thoughts on this? Does it sound like this might work to break the duping sequence?
Specifically, I'm referring to the chest bug where the user executes a specific sequence of clicks in rapid succession.
When attempting to replicate it, I noticed that it is very time sensitive - if you're off just a little bit it does not work.
So I got to thinking, what if I introduced a slight delay to screw with the timing?
For example, using the onArmSwing listener:
onArmSwing(Player player)
Called when a player swings their arm, aka left clicks (even if no block is in front of them)
I'm going to test it out by writing a quick and dirty plugin that does nothing but listen for that, then introduce a small delay (1/10th or 1/20th of a second perhaps?)
My goal is to introduce enough of a delay to break the dupe sequence, but not so long that it generates lag or is otherwise noticeable when mining or building.
I also know that "onArmSwing" is among the most, if not THE most actions executed, so I do not know if listening for it and taking an additional action would have any impact on server performance.
Anyone have any thoughts on this? Does it sound like this might work to break the duping sequence?