<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Delay packets sent from server to client (S packets)]]></title><description><![CDATA[<p dir="auto">I need help because I know how to save them but I don't know how to play them back, example :<br />
I want to delay S08s, ignorants will probably say just cancel and when you want to execute back the packet use setPos but if I cancel S08 on world change then world doesn't load, I would also need to do delay velocity packets AND NO, CANCELING THEM AND SETTING MOTION TO THE VELOCITY IS NOT A FIX BECAUSE VELOCITY PACKETS SEND INCREDIBLY HIGH NUMBERS FOR SOME REASONS, THINK TWICE BEFORE TELLING ME SOMETHING I ALREADY THOUGHT OF</p>
]]></description><link>https://forum.liquidbounce.net/topic/613/delay-packets-sent-from-server-to-client-s-packets</link><generator>RSS for Node</generator><lastBuildDate>Tue, 10 Mar 2026 16:12:49 GMT</lastBuildDate><atom:link href="https://forum.liquidbounce.net/topic/613.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 14 Sep 2020 00:58:36 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Tue, 15 Sep 2020 20:14:17 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/czechhek">@<bdi>CzechHek</bdi></a><br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException<br />
[22:00:14] [setTimeout/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: net.minecraft.network.ThreadQuickExitException</p>
]]></description><link>https://forum.liquidbounce.net/post/4785</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4785</guid><dc:creator><![CDATA[yorik100]]></dc:creator><pubDate>Tue, 15 Sep 2020 20:14:17 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Tue, 15 Sep 2020 19:48:11 GMT]]></title><description><![CDATA[<p dir="auto">Can be simplified to:<br />
it's simplier and more accurate to use Timer and delay a function instead of checking if timer for every packet has passed a time every 50 ms</p>
<pre><code>///api_version=2
(script = registerScript({
    name: "YetAnotherPingSpoof",
    authors: ["CzechHek", "commandblock2"],
    version: "1.0"
})).import("Core.lib");

module = {
    category: "Misc",
    description: "Delays server packets.",
    values: ping = value.createInteger("Ping", 1000, 0, 5000),
    onPacket: function (e) {
        if (e.getPacket().class.simpleName.startsWith("S"))
            e.cancelEvent(),
            timeout(ping.get(), function () e.getPacket().processPacket(mc.getNetHandler()));
    }
}
</code></pre>
]]></description><link>https://forum.liquidbounce.net/post/4784</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4784</guid><dc:creator><![CDATA[CzechHek]]></dc:creator><pubDate>Tue, 15 Sep 2020 19:48:11 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Tue, 15 Sep 2020 11:43:11 GMT]]></title><description><![CDATA[<pre><code>HashMap = Java.type("java.util.HashMap")

packets2Timer = new HashMap()

function idk(packetEvent) {
    packet = packetEvent.getPacket()

    if (packet.class.getName().startsWith("net.minecraft.network.play.server")) {
        packetEvent.cancelEvent()
        nt = new MSTimer()
        nt.reset()
        packets2Timer.put(packet, nt)
    }
}

function wtf() {
    deleteList = []
    packets2Timer.forEach(function (elem) {
        if (packets2Timer[elem].hasTimePassed(1000)) {
            elem.processPacket(mc.thePlayer.sendQueue)
            deleteList.push(elem)
        }
    })

    deleteList.forEach(function (elem) {
        packets2Timer.remove(elem)
    })
}
</code></pre>
<p dir="auto">Something like that, however, It seemed that <code>ConcurrentModificationException</code> may happen from time to time, and also some clients packets was false recognized as server one (idk why that would happen and that doesn't make any sense). <code>idk</code> was onPacket and <code>wtf</code> was onUpdate.<br />
The delay in code is 1000 *</p>
]]></description><link>https://forum.liquidbounce.net/post/4727</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4727</guid><dc:creator><![CDATA[commandblock2]]></dc:creator><pubDate>Tue, 15 Sep 2020 11:43:11 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Mon, 14 Sep 2020 06:07:21 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/commandblock2">@<bdi>commandblock2</bdi></a> said in <a href="/post/4685">Delay packets sent from server to client (S packets)</a>:</p>
<blockquote>
<p dir="auto"><code>spacket.processPacket(mc.thePlayer.sendQueue)</code>? (Still haven't tried)</p>
</blockquote>
<p dir="auto">So I do spacket.processPacket(packet) ?</p>
]]></description><link>https://forum.liquidbounce.net/post/4686</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4686</guid><dc:creator><![CDATA[yorik100]]></dc:creator><pubDate>Mon, 14 Sep 2020 06:07:21 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Mon, 14 Sep 2020 06:01:29 GMT]]></title><description><![CDATA[<p dir="auto"><code>spacket.processPacket(mc.thePlayer.sendQueue)</code>? (Still haven't tried)</p>
]]></description><link>https://forum.liquidbounce.net/post/4685</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4685</guid><dc:creator><![CDATA[commandblock2]]></dc:creator><pubDate>Mon, 14 Sep 2020 06:01:29 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Mon, 14 Sep 2020 05:32:44 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/commandblock2">@<bdi>commandblock2</bdi></a> said in <a href="/post/4683">Delay packets sent from server to client (S packets)</a>:</p>
<blockquote>
<p dir="auto">cancel the event then use <code>net.minecraft.client.network.NetHandlerPlayClient#handlePlayerPosLook</code> instead of <code>setPos</code>? Haven't tried(could possibly have some threading issues?).</p>
</blockquote>
<p dir="auto">I need an universal fix that works with every packets sent by the server to the client</p>
]]></description><link>https://forum.liquidbounce.net/post/4684</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4684</guid><dc:creator><![CDATA[yorik100]]></dc:creator><pubDate>Mon, 14 Sep 2020 05:32:44 GMT</pubDate></item><item><title><![CDATA[Reply to Delay packets sent from server to client (S packets) on Mon, 14 Sep 2020 05:08:47 GMT]]></title><description><![CDATA[<p dir="auto">cancel the event then use <code>net.minecraft.client.network.NetHandlerPlayClient#handlePlayerPosLook</code> instead of <code>setPos</code>? Haven't tried(could possibly have some threading issues?).</p>
]]></description><link>https://forum.liquidbounce.net/post/4683</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/4683</guid><dc:creator><![CDATA[commandblock2]]></dc:creator><pubDate>Mon, 14 Sep 2020 05:08:47 GMT</pubDate></item></channel></rss>