563 - Boats + survivalfly

>>>What is the problem? What do you expect to see instead?<<<
Boats are giving false positives with survival fly. Players are kicked for flying..

>>>Can it be reproduced systematically and if so: How?<<<
Take a boat and rip it dawg!

>>>Which version of NC+ are you running? (Check with /version NoCheatPlus or /ncp version on your server)<<<

>>>What's your NoCheatPlus configuration file version? (config.yml copy the first line in here)<<<
# Configuration generated by NoCheatPlus 3.9.3-DEV-b530.

>>>Did you change anything in your NC+ configuration file? If yes: What did you change?<<<
strict: false
>>>On which Craftbukkit/Craftbukkit++/Spigot build do you run your server on? (Simple execute /version)<<<

>>>How easy is it to reproduce? Does it always happen? Does it happen to all players? Does it happen with vanilla clients?<<<
Boats give false positives survival fly and kick players

>>>Do you run any other special plugin next to NC+ (Spout, mcmmo, heroes and others)?<<<
mcMMO with cncp

>>>Please provide any additional information below (logs, screenshots, plugin list, player amount, .....)?<<<
 (Use or and add the link here if linked resources are longer than a few lines.)<<<

Add a config option to exempt certain blocks from being checked by NoCheatPlus

User When Change
asofold Nov 09, 2015 at 12:29 UTC Changed status from Duplicate to Invalid
asofold Nov 09, 2015 at 12:29 UTC Changed status from Fixed to Duplicate
asofold Nov 09, 2015 at 12:29 UTC Changed status from Replied to Fixed
asofold Mar 28, 2015 at 19:12 UTC Changed priority from High to Medium
asofold May 24, 2014 at 09:51 UTC Changed status from Waiting to Replied
MyPictures Jan 26, 2014 at 01:10 UTC Changed status from New to Waiting
asofold Jul 14, 2013 at 12:21 UTC Changed name from Add config option for boats to prevent false positives with survival fly VLs to Boats + survivalfly

Changed priority from Medium to High
zSwayz Jun 10, 2013 at 20:09 UTC Create

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  • Avatar of asofold asofold Nov 09, 2015 at 12:29 UTC - 0 likes

    Closing as "invalid" despite popping up now and then - needs reproducing with the latest development builds (869+).


    Latest beta release (1.8.x, this site) 3.13.0-BETA-sMD5NET-b878
    (Development builds, 1.8.x: Jenkins)

  • Avatar of asofold asofold Jun 06, 2015 at 21:51 UTC - 0 likes

    @Krauti2: Go

    It's probably also a matter of taste if certain edge cases are rather bugs of NCP or flaws on server-side which make protection near-impossible.

    Right now i am not sure if we have such an edge-case or a flaw in the resetting logic of NCP - sometimes the sequence of events can be surprising with Minecraft, so the best that could happen is to find out what conditions allow reliable reproduction of the issue and create a debugging log ("ncp debug player NAME").

    I will keep rechecking the source code of NCP (...), if there might be an issue with the resetting logic. Something we might do something about (given some time and finding new concepts), would be to detect problematic situations that could be latency-related and that don't harm the gameplay/performance of the server and then skip the normal actions and violation level escalation, but teleport to the appropriate location.

    There are some candidates for such, e.g. after vehicle exit or in general after violations caused by set-back after other violations + latency (events flowing in that are from before a server-side teleport).

    Mojang could do something about those things, e.g. by letting the server assign a context counter to the players moves and let the client send that with the moves, so the server can just ignore moves that happened after a server-side teleport (until the client actually notices the server side teleport increasing the context count), but it's not necessarily a simple change and i probably won't expect it to happen.

  • Avatar of Krauti2 Krauti2 Jun 06, 2015 at 10:18 UTC - 0 likes

    <<reply 2578093>>

    Sounds like there is nothing much that could be done about that. If a server laggs the admin might do something wrong anyways so it is not directly NCPs' fault.
    I guess it is pretty hard to reliably distinguish between real hacking attempts and package loss/lagg ...

  • Avatar of asofold asofold Jun 05, 2015 at 11:32 UTC - 0 likes

    @Krauti2: Go

    Thanks a lot - it might be a mixture of morepackets(/vehicle) combining with server side and/or client side lag and latency in general to lead to this problem.

    Question is if we can do anything about it, e.g. we might be able to adapt somehow, if internal positions/set-backs are not updated right with destroying the vehicle.

    With destroying the vehicle being server-side, there is a good chance that the moving events from the player still arrive from being quite a bit off the actual vehicle position, especially in case the player is sending moving events to use a vehicle (...). The resulting move on server side could be quite large then. Best would be if Mojang had an extra packet for navigating vehicles...

  • Avatar of Krauti2 Krauti2 Jun 02, 2015 at 05:25 UTC - 0 likes

    Aight. Two hours and multiple gigabytes of video material I still could not manage to reproduce it. Tried all kind of stuff as unprivileged users. Tried with the configuration posted below and stable TPS around 19-20.

    I still think it is somehow TPS or lag related as it is in most other cases when various messages pop up.

    Last edited Jun 02, 2015 by Krauti2
  • Avatar of Krauti2 Krauti2 Jun 01, 2015 at 11:03 UTC - 0 likes

    @asofold: Go

    Unfortunately I was not able to reproduce on our server yet, we will keep testing.

    For now I have feeling that it is TPS/lag-related as you partically suggested already. It happened on another server that also obviously uses NCP too. The boat reaction was very slow and rough and if I remember correctly it happened when I crushed the boat on a wall. The moment when the player leaves the boat he flies and maybe TPS lag caused the kick. I will try to get in touch with the foreign server owner, maybe he wants to contribute to this issue too.

    Might be interesting to test on a server with (somehow forced) critical TPS rate.

    Last edited Jun 01, 2015 by Krauti2
  • Avatar of asofold asofold Jun 01, 2015 at 01:14 UTC - 0 likes

    @Krauti2: Go

    Thank you - it seems to be a more rare issue, and we couldn't reproduce it, then we keep changing some internals which might or might not change it, Minecraft keeps updating too. So we can't really get a grip on it, and we can't really exclude plugin conflicts either, though i can imagine that this somehow is a bug/latency-thing.

  • Avatar of Krauti2 Krauti2 May 31, 2015 at 19:38 UTC - 0 likes

    <<reply 2574387>>

    I'm sorry, I though there were already enough information, just wait for more users to complain about ;)

    I'll try to do some testing tomorrow.

    >ncp version
    [21:38:38 INFO]: ---- Version information ----
    [21:38:38 INFO]: #### Server ####
    [21:38:38 INFO]: git-Spigot-870264a-0a645a2 (MC: 1.8.3)
    [21:38:38 INFO]: (detected: 1.8.3)
    [21:38:38 INFO]: #### NoCheatPlus ####
    [21:38:38 INFO]: Plugin: 3.12.0-BETA2-sASO-b813
    [21:38:38 INFO]: MCAccess: 1.8.3 / Spigot-CB-DEV
    [21:38:38 INFO]: Features:
    [21:38:38 INFO]:   blocks: BlocksMC1_4(base) | BlocksMC1_5 | BlocksMC1_6_1 | BlocksMC1_7_2 | BlocksMC1_8
    [21:38:38 INFO]:   checks: FastConsume | Gutenberg | FlyingFrequency | KeepAliveFrequency | SoundDistance
    [21:38:38 INFO]:   defaults: pvpKnockBackVelocity
    [21:38:38 INFO]: Hooks: mcMMO(cncp) 2.3

    Last edited May 31, 2015 by Krauti2
  • Avatar of asofold asofold May 31, 2015 at 15:24 UTC - 0 likes

    @Krauti2: Go

    Can you give more details?

    • Output of the "ncp version" command.
    • Can it be reproduced at will? If so ... how?
  • Avatar of Krauti2 Krauti2 May 30, 2015 at 09:06 UTC - 0 likes



Last updated
Nov 09, 2015
Jun 10, 2013
Invalid - This was not a valid report.
Enhancement - A change which is intended to better the project in some way
Medium - Normal priority.

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