Paper
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Max players are ignored if many players are connecting at the same time
Expected behavior
If the server reaches the maximum of players, all other players should be disconnected.
Observed/Actual behavior
e.g. i send 4 players on a velocity server onto another backend server with maximum of 2 players, all 4 players can connect.
Steps/models to reproduce
Setup a network with velocity and two backend servers set the maximum players of the other server than the lobby to e.g. 2 send more than 2 players to the backend server with the maximum players of 2
Plugin and Datapack List
[00:11:37] [Server thread/INFO]: Server Plugins (8): [00:11:37] [Server thread/INFO]: Paper Plugins: [00:11:37] [Server thread/INFO]: - SignedVelocity [00:11:37] [Server thread/INFO]: Bukkit Plugins: [00:11:37] [Server thread/INFO]: - CloudNet-Bridge, FastAsyncWorldEdit, PacketWrapper, ProtocolLib, spark, ViaBackwards, ViaVersion [00:11:39] [Server thread/INFO]: There are 2 data pack(s) enabled: [vanilla (built-in)], [file/bukkit (world)] [00:11:39] [Server thread/INFO]: There are no more data packs available
Paper version
[00:11:10] [Server thread/INFO]: This server is running Paper version git-Paper-496 (MC: 1.20.4) (Implementing API version 1.20.4-R0.1-SNAPSHOT) (Git: 7ac24a1 on ver/1.20.4) You are running the latest version
Other
No response
Mojangs logic is generally not designed to deal with race conditions, and most solutions that I can think of that would deal with this would generally only aid in the potential to cause more harm to a server, especially with such lower player counts. I think that the general solution here would generally be to deal with that elsewhere such as on a proxy