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Expand Up @@ -25,7 +25,7 @@ competition. The recipe to the sauce is simple.

When a Minecraft client connects to another Minecraft server, the server will send back an ID that
uniquely identifies a specific player connection. This ID is used in packets that target the player
that the server may send. But what happens when they're actually connecting a proxy that has the
that the server may send. But what happens when they're actually connected to a proxy that has the
ability to change what server the player is connected to?

Other proxy solutions try to solve this problem by rewriting entity IDs that reference the current
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