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Block change tracking: false positives with changing blocks (SurvivalFly, Passable, pistons, piston+slime, elevators, falling blocks, trap doors, placed/broken/changed blocks) [DBO 364] #5
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Currently i'm working out concepts for pulling this through for pistons. Have a look at: https://github.com/NoCheatPlus/Docs/wiki/Design#block-change-tracking-pistons-redstone-digging-other (CURRENT CONCEPT: ...). In short, it looks like i have enough ground sketched out, to start implementing opportunistic on-ground and passable checking just for the flying checks. Using the same or similar methods for interaction could also be interesting, however there keeping conistency with latency estimates will be more important in order to prevent abuse. That would demand having a latency estimate in the first place :p. The roadmap roughly stays the same.
More uncertainties:
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Around build 1040 more work has been done towards "much more" piston compatibility.
For opportunistic on-ground checking, a few things are still missing.
On the long run...
Forgot to mention:
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Vertical piston (+slime) support will be better soon, though there still can be a million edges. Expectable issues even for the next build (~ 28 hours perhaops) will be around:
Making ordinary redstone and piston driven setups work with latency will be quite a good thing already (piston driven doors, ), also piston traps are of higher priority here. Currently i am shifting the already sketched out approach to do as much as possible within the MovingListener, with the checks at the position where the classic bounce-checks have been. |
Lots of issues remain, but vertical push/bounce with pistons is much improved. Still there are show stoppers (false positives remain, as well as occasional fall damage). Use same/similar entry points, like static/classic bounce checking in MovingListener. SurvivalFly still keeps one exception with the after-failure Y_POS block move check. Also check: NoCheatPlus/Issues#5
Much of vertical is done, except for moving with the side of the bounding box onto a just/next extended slime block. Horizontal is missing, last attempt had to be aborted due to other incoming issues. An insertion point had been tried, but it did not fully work. Then .,.. with vehicles. |
All type of block changes can lead to trouble with the survivalfly and passable checks, due to latency. This involves false positives for most. Some redstone driven blocks have been made exempt from passable by the default configuration, in order to make them playable, resulting in doors and the like not being safe to keep others out of an area. The issue with these blocks still are false positives, because the blocks can be unplayable for players with high latency connections, once the workarounds are removed.
Essentially this is somewhat complicated to support, because...
Roadmap:
See technical details/discussion/guessing, if interested: https://github.com/NoCheatPlus/Docs/wiki/Design#block-change-tracking-pistons-redstone-digging-other
(Removed past comments, having updated the description.)
Duplicated by: #66
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