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Lava/drowing damage is calculated on client-side only #1894

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neoascetic opened this issue Dec 1, 2014 · 10 comments
Closed

Lava/drowing damage is calculated on client-side only #1894

neoascetic opened this issue Dec 1, 2014 · 10 comments
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Bug Issues that were confirmed to be a bug @ Server / Client / Env.

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@neoascetic
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Is this OK? I mean, I can simply recompile client without corresponding code and have no damage on any server.

@SmallJoker
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When I am on a laggy server, it mostly takes a while until the bubbles appear, so I think those things are controlled by the server.

@neoascetic
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Nope, I saw the code. There is no damage handling in ServerEnvironment::step.

@ShadowNinja ShadowNinja added Non-trivial A large amount of work is required to address this (sometimes to the point of being infeasible) @ Server / Client / Env. labels Dec 4, 2014
@ShadowNinja
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Damage (other than punching damage) is all client-side. A server-side implementation would have issues with lag. A combined version that gives clients a little time to apply damage before applying it on the server might work.

@neoascetic
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I also think these damage types should be applied to all entities with fleshy armor group, otherwise every mobs mod developer must handle this stuff by its own.

@nerzhul
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nerzhul commented Mar 12, 2015

@ShadowNinja is not the problem, this handling permit to client to bypass every damage wit ha special crafted client on PVP servers and damage_enabled servers.
This will be fixed by the 0.5. Having a client side breath/damage is unacceptable.

@nerzhul nerzhul added this to the 0.5 milestone Mar 12, 2015
@nerzhul nerzhul removed the Non-trivial A large amount of work is required to address this (sometimes to the point of being infeasible) label Mar 12, 2015
@neoascetic
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However, about fleshy armor group, there may be octopuses or fishes which, obviously, must not drown.

@bdjnk
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bdjnk commented Mar 15, 2015

While I agree that client side breathing and damage are no good, I don't accept that this should result in any additional user noticeable lag. What is needed is proper client-side prediction (here is an excellent technical overview). This is actually generally applicable, as requested here #1072

@sfan5 sfan5 added the Bug Issues that were confirmed to be a bug label Mar 30, 2016
@nerzhul nerzhul modified the milestone: 0.5 Dec 24, 2016
@nerzhul
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nerzhul commented May 20, 2017

This is fixed in the 0.4.16 i did it.

@nerzhul nerzhul closed this as completed May 20, 2017
@nerzhul
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nerzhul commented May 20, 2017

Fixed by #4981

@neoascetic
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Finally, thanks!

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