-
Notifications
You must be signed in to change notification settings - Fork 2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Lava/drowing damage is calculated on client-side only #1894
Comments
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. |
Nope, I saw the code. There is no damage handling in |
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. |
I also think these damage types should be applied to all entities with |
@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. |
However, about |
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 |
This is fixed in the 0.4.16 i did it. |
Fixed by #4981 |
Finally, thanks! |
Is this OK? I mean, I can simply recompile client without corresponding code and have no damage on any server.
The text was updated successfully, but these errors were encountered: