02-25-2012, 05:35 AM
There are 2 places in the code that can kick you with that message:
1, Your client sends a different username in the login packet than in the handshake packet
2, Your client sends an unexpected packet before fully joining the game. A specific warning message is output to the console, "Invalid packet in state N: 0xAB from client XYZ".
If it's the first case, tough luck, I don't think relaxing this test would be wise security-wise.
If it's the second case, let me know the exact packet type (0xAB in the message) and the state number, I'll see if it can be made to work.
1, Your client sends a different username in the login packet than in the handshake packet
2, Your client sends an unexpected packet before fully joining the game. A specific warning message is output to the console, "Invalid packet in state N: 0xAB from client XYZ".
If it's the first case, tough luck, I don't think relaxing this test would be wise security-wise.
If it's the second case, let me know the exact packet type (0xAB in the message) and the state number, I'll see if it can be made to work.