If i were to make a plugin that could crash peoples minecraft, would i get in trouble? like, you could type "/crash <username>" and they would crash. I'm going to assume it wouldn't be allowed on bukkit, and im not going to tell you how to do it, but it is possible! I mean, i know its fine to make it, but is it fine to give it out on bukkit? EDIT by Moderator: merged posts, please use the edit button instead of double posting.
I wouldn't recommend forcing a crash on a client. You never know what may happen. However, you could simulate a 'crash' by causing the client to throw an IO exception, though I am not sure how to do that manually...
Well, i know exactly what happens, because it happened with a plugin i used to have, and i found the exact reason why, but i dont want to say, what happens is your client freezes and then closes, thats it.
You can crash a client by sending them a blockchange with a block that doesn't actually exist. It won't negatively impact the server, just cause their client to freeze. Vinceguy1 I don't think you'd get in trouble for it, as long as you clearly stated/advertised that it crashes clients.
Send the player this character "§" and nothing else, if you send it more then once make sure its an odd number! its the chatcolor character and if theres no color after it, it will crash the player.
Interesting, I like it. There seems to be a lot of ways to crash the client. I was just reading in another thread, and I remembered if you send them a Packet201PlayerInfo with the name being over 16 characters, it'll crash their client.
This can be easily bypassed with a modified client. All they have to do is modify allowed characters to add that symbol.
Right!, but you can use different methods. Well, i guess its against the rules, cause i posted it, and an admin removed it so. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Vinceguy1 For educational purposes only , there is a way to do this but it's assuming that the server is powerful enough to be able to spam the data. Basically, what you would do is spam block changes to the client every tick until they lag out due to the large amount of data sent. I believe that there are probably other more efficient ways to lag them out but it would probably take longer. For sending the block changes, simply spamming the client with 20 blocks per tick is enough to make them freeze and lag out within 10 seconds or less. EDIT: Actually, I thought up another way of doing this but it requires packet sending. By trying to spawn a player within a Spawn Entity Packet (not the Named Entity packet), the client also immediately disconnects due to an end of stream.