-
Notifications
You must be signed in to change notification settings - Fork 338
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
Add Breaking Checks #1639
base: 2.0
Are you sure you want to change the base?
Add Breaking Checks #1639
Conversation
Actually the prediction engine is just impossible to fix without breaking other things |
ad6c7d9
to
35247bb
Compare
af717b2
to
009422d
Compare
I just changed Verbose to its abbreviation, the fact is
I just changed Verbose to its abbreviation, the fact is if (flagAndAlert("d= " + Math.sqrt(min) + "\nm= " + maxReach) && shouldModifyPackets()) { |
0f7a11f
to
b6df7a3
Compare
1ff02e8
to
e334fff
Compare
fac09c9
to
6a17ecd
Compare
In version 1.8 of the server, org.bukkit.block.data.BlockData does not exist, causing players to be kicked when start resyncPosition |
it shouldn't be using BlockData unless the server is 1.13+ I wonder if it's getting |
8e5c62f
to
22cfe26
Compare
22cfe26
to
bb26475
Compare
If you're still struggling to account for tick skipping have you considered calling your method everytime the client ticks reliably, and if your check runs and the client hasn't been ticking reliable, to just give the client the maximum possible uncertainty within the time since the last break and current time as uncertainty? |
That’s a solid suggestion! Even though I'm not a coder, it sounds like a great approach to handle tick skipping. Adjusting uncertainty based on time difference could really help with more accurate detection. I agree, it's worth testing out! |
How can I compensate tick skipping in fastbreak?
closes #1196
closes #1800