261 lines
11 KiB
Markdown
261 lines
11 KiB
Markdown
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# AUDIT — 2026-05-07 — YOU500 void-death on AuthMe restore
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Reviewer: Claude (auth-limbo audit pass).
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Scope: Read-only review of `src/main/java/ru/authlimbo/**` against a real
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production incident on `racked.ru` at 2026-05-07 17:13:39 UTC.
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Status: **Audit-only — no code changes applied.** Fixes tracked in
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[ROADMAP.md](ROADMAP.md).
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---
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## 1. Incident
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`YOU500` joined the server, was held in `auth_limbo` (correct), authenticated
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to AuthMe, and was teleported back to overworld — but Paper rejected the
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teleport and the player void-died with full inventory loss.
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### Raw log (paper-server.log, trimmed)
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```
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17:13:35 YOU500[/45.157.234.219] logged in with entity id 26548
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at ([auth_limbo]0.5, 128.0, 0.5)
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17:13:38 [AuthMe] YOU500 logged in
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17:13:39 [INFO:DEBUG] Restoring fly speed for LimboPlayer YOU500 to 0.1 (RESTORE_NO_ZERO mode)
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17:13:39 [INFO:DEBUG] Teleporting `YOU500` after login, based on the player auth
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17:13:39 YOU500 left the confines of this world <-- VOID DEATH
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17:13:39 [AuthLimbo] Restoring YOU500 to world(2380.4, 69.9, -11358.4)
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17:13:39 [AuthLimbo] teleportAsync returned false for YOU500
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— Paper may have rejected the location.
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```
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Loss: full inventory, full xp. Privacy posture (limbo-on-join) **was not
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breached** — player was authenticated before the failure. The bug is purely
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the restore step.
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### What happened, in order
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1. AuthMe pre-login fires. `LoginListener.onAsyncPreLogin` reads
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`authme.db` and schedules `addPluginChunkTicket` on `world` chunk
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`(2380>>4=148, -11359>>4=-710)`. So far so good.
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2. AuthMe authenticates and runs **its own** broken teleport
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(`Teleporting YOU500 after login`). This is the AuthMe-fork log line, not
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ours — AuthMe does a `teleportAsync` of its own with no chunk preload.
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3. AuthMe's teleport partially moves the entity into `world` at the saved
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coords **before the chunk is actually loaded**. The entity is now at
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y=69.9 in an unloaded section. Paper's "outside loaded chunk" path
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triggers and the player drops/voids — log line `left the confines of
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this world` fires.
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4. Our 10-tick delayed callback runs (`LoginListener.doTeleport`,
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line 133). Player is "online" but already dead/spectator-on-respawn.
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We log `Restoring …` and call `teleportAsync`.
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5. `teleportAsync` resolves with `false` because Paper rejects the move
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for a dead/transitioning entity, or because the player is no longer in
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a state where a `PLUGIN`-cause teleport is accepted.
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6. We log `teleportAsync returned false` and return. Player remains in
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void-death state.
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The inventory loss is not from us — it's vanilla `keepInventory=false`
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behaviour on void death. We do not snapshot inventories.
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---
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## 2. Code path trace
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| Step | File | Lines | Note |
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|------|------|-------|------|
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| Pre-login chunk pin | `LoginListener.java` | 78–109 | OK — runs ~1s before login completes. |
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| Login event handler | `LoginListener.java` | 113–129 | MONITOR priority, schedules `doTeleport` 10 ticks later. |
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| Saved-location read | `AuthMeDatabase.java` | 68–107 | Read-only, fresh JDBC conn per call. |
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| `doTeleport` | `LoginListener.java` | 133–192 | The hot path. |
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| `getChunkAtAsyncUrgently` | line 165 | — | Fires; on success calls teleportAsync. |
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| `teleportAsync` | line 166 | — | The call that returned `false`. |
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| Failure branch | lines 172–175 | — | **Logs only.** No retry. No safety relocate. **No void-death guard.** |
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| `exceptionally` branch | lines 180–185, 186–191 | — | Logs only. |
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---
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## 3. Root-cause hypothesis (ranked)
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### H1 — AuthMe's own broken teleport voids the player BEFORE our handler fires *(most likely)*
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The AuthMe-fork log line `Teleporting YOU500 after login, based on the
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player auth` at `17:13:39` is from AuthMe-ReReloaded fork b49 itself
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(`PlayerAuth.teleportOnLogin` flow). AuthMe does a teleport with **no chunk
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preload** to the saved coords. In Paper 1.21.11, calling `teleportAsync` to
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a location where the chunk is still not fully *loaded into the player's
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view* (vs. just having a chunk-ticket) can move the entity into a section
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where its block-below check returns null and the entity is treated as
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out-of-world. The `left the confines of this world` line fires immediately
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after, BEFORE our 10-tick delay elapses.
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By the time `doTeleport` runs at 17:13:39, the player is already dead /
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respawning. Paper rejects our `teleportAsync` because:
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- `Player.isOnline()` returns true (still connected) — passes our guard
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- but the entity is mid-respawn / dead — Paper rejects PLUGIN-cause TPs
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against entities in that state ⇒ `false`.
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This is consistent with all five log lines and with Paper #4085's
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description of the race.
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> Implication: our pre-login chunk-ticket and our delayed teleport are
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> defending the wrong moment. AuthMe-fork's *own* teleport, which runs
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> ~1 tick after `LoginEvent`, is what voids the player. We then arrive
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> too late.
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### H2 — The chunk ticket is added on the wrong chunk *(possible secondary)*
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`onAsyncPreLogin` adds a ticket on the chunk computed from the saved
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quit-location. But the player's first-time-join behaviour might use a
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different teleport target (AuthMe spawn-on-first-login). For an existing
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player like YOU500 this is unlikely — they have a saved row.
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### H3 — `teleport-delay-ticks: 10` is too long *(secondary)*
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10 ticks (~500 ms) leaves a window for AuthMe's own broken teleport to
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void-kill. A delay of `0` (run immediately on LoginEvent) **and**
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cancelling AuthMe's teleport would close the gap, but cancelling AuthMe's
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teleport is non-trivial.
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### H4 — Y=69.9 is too low for a chunk that hasn't generated/loaded *(unlikely)*
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The world is the main overworld and has been visited (player logged out
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there). Chunk exists on disk. Y=69.9 is normal terrain height. Not the
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issue.
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### H5 — Paper rejected because saved Y=69.9 is below world min height *(no)*
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1.21 overworld min-Y is -64. 69.9 is fine.
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**Conclusion:** H1 dominates. The fix must (a) defend the player against
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void during the AuthMe-own-teleport window, and (b) recover gracefully
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when our authoritative teleport's future returns `false`.
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---
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## 4. Proposed fixes
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Ordered must-fix → defensive → nice-to-have. Implementation deferred per
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project workflow (audit first, code after sign-off).
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### F1 — MUST: void-damage guard while player is in "transit" *(primary fix)*
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While a player is in the post-LoginEvent restore window, register a
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`Set<UUID> pendingTransit`. On `EntityDamageEvent` filter by:
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- entity is Player, UUID in `pendingTransit`
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- damage cause is `VOID`
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→ `event.setCancelled(true)` and immediately teleport the player back to
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limbo spawn (`limboManager.spawn()`) at y=128. Then re-attempt the
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authoritative teleport via `doTeleport` with a backoff.
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This single guard would have saved YOU500's life and inventory.
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### F2 — MUST: when `teleportAsync` future returns `false`, recover
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Right now the code at `LoginListener.java:172–175` only logs. Replace
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with:
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1. Player still in pendingTransit? **Yes** ⇒ teleport to
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`limboManager.spawn()` synchronously (`player.teleport(...)`, not
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async, since we need to land *now*).
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2. Schedule one retry of `doTeleport` after 20 ticks with the same saved
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location.
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3. After N=3 retries, give up and leave at limbo spawn + send player a
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message ("/authlimbo tp" requires admin help). Also send admin alert.
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### F3 — MUST: pre-flight `World#getChunkAtAsync(cx, cz, true).get()` before calling teleportAsync
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Today we call `getChunkAtAsyncUrgently` then chain teleport. The chain
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*should* mean the chunk is loaded — but `getChunkAtAsyncUrgently` returns
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the `Chunk` object as soon as it's loaded server-side, not necessarily
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"ready for entity placement" with all neighbouring sections paged in.
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Force the surrounding 3x3 chunks loaded via additional
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`addPluginChunkTicket` on neighbours before teleporting.
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### F4 — SHOULD: cancel or pre-empt AuthMe's own teleport
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AuthMe-ReReloaded fork b49 fires the broken teleport itself. Two options:
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- **(a)** listen to `LoginEvent` at `LOWEST` priority too, immediately
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teleport the player to limbo spawn (overriding any in-flight position),
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then on `MONITOR` do our authoritative TP. Net: AuthMe's teleport is
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effectively a no-op because we beat it back to limbo and run last.
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- **(b)** `teleport-delay-ticks: 0` + use a `PlayerTeleportEvent` listener
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to cancel any teleport with `TeleportCause.PLUGIN` whose source is the
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AuthMe plugin instance, while pendingTransit is set for that UUID.
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(a) is simpler and contained inside our plugin.
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### F5 — SHOULD: inventory snapshot on AuthMeAsyncPreLoginEvent
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Before AuthMe authenticates, snapshot the player's inventory + xp +
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location into an in-memory `Map<UUID, Snapshot>` and persist to
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`plugins/AuthLimbo/snapshots/<uuid>.nbt` (or a SQLite table). On
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`PlayerDeathEvent` while UUID in pendingTransit, restore inventory from
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the snapshot via `keepInventory`-style override (cancel drops, restore on
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respawn). Discard snapshot 30 s after successful TP.
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This is a defensive belt-and-braces — even if all chunk logic fails, no
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inventory is ever lost on an auth-flow death.
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### F6 — NICE: spectator-mode fallback
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If F1–F4 all fail and the player is still in void state after N retries,
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set `GameMode.SPECTATOR`, teleport to overworld spawn (server world's
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default spawn), and send admin a Discord/console alert: "AuthLimbo could
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not restore YOU500 — manual `/authlimbo tp YOU500` required". The
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spectator mode prevents further damage and lets the player observe the
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world while admin acts.
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### F7 — NICE: telemetry
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Bump a counter on each failed restore (success/fail/retry) and expose via
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`/authlimbo stats` for ops visibility.
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---
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## 5. Test plan
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Reproducible in a dev Paper 1.21.11 server with AuthMe-ReReloaded:
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1. **Unloaded-chunk void.** Set saved coord to (10000, 70, 10000) in
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`authme.db` for a test account. Restart server (chunks unload). Login.
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Expect: void-damage guard cancels VOID damage, player lands at saved
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coords or at limbo spawn for retry.
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2. **Invalid Y (above build limit).** Set saved Y to 5000. Login. Expect:
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`teleportAsync` returns false, recovery branch teleports to limbo
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spawn, retry escalation works.
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3. **World no longer loaded.** Set saved world to a string that no longer
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exists (e.g. `world_old`). Login. Expect: graceful fallback to
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overworld spawn, admin notified.
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4. **Death during transit.** Force `EntityDamageEvent.VOID` via a debug
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command while the player is mid-restore. Expect: damage cancelled,
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player relocated to limbo spawn, restore retried.
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5. **Snapshot/restore on death.** With F5 implemented, kill the player
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during transit. Expect: respawn with full inventory + xp.
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6. **AuthMe pre-empt.** With F4(a), watch logs — AuthMe's teleport line
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fires but the position is immediately overwritten by our limbo TP at
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LOWEST, then by our authoritative TP at MONITOR.
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All tests run on a clean dev server, not racked.ru production.
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---
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## 6. Privacy posture — unchanged
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None of the proposed fixes weaken the limbo-on-join privacy property:
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- F1 keeps the player in limbo *longer* on damage, never exposes them
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to the overworld pre-auth.
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- F4(a) actually *strengthens* it by guaranteeing the limbo position is
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reasserted at LOGIN-LOWEST.
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- F5 stores inventory snapshots locally (server-side, plugin folder) —
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no new network exposure.
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---
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## 7. Sign-off
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Audit author: Claude (auth-limbo plugin audit pass)
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Date: 2026-05-07
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Recommended next action: review ROADMAP.md, approve F1+F2 for first
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implementation pass, F3+F4 for second pass.
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