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minecraft:mod:bta-sides [2024/02/17 15:07] – created raccoonminecraft:mod:bta-sides [2024/02/17 15:15] (current) – Additional notes raccoon
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 Additionally, MP client tracks other players as ''client.entity.player.EntityOtherPlayerMP extends core.entity.player.EntityPlayer'', and multi-dimensioned servers can encounter ''server.world.WorldServerMulti extends server.world.WorldServer''. Additionally, MP client tracks other players as ''client.entity.player.EntityOtherPlayerMP extends core.entity.player.EntityPlayer'', and multi-dimensioned servers can encounter ''server.world.WorldServerMulti extends server.world.WorldServer''.
  
-A big thing to consider is some of your code intended for SP might run in an MP client context. This can end up desyncing your locally replicated state. Make sure this case never occurs or include ''instanceof'' guards.+Some of your code intended for SP might run in an MP client context. This can end up desyncing your locally replicated state. Make sure this case never occurs or include ''instanceof'' guards
 + 
 +In the case of serverside mods that don't have a cooperating modded clientside ("server plugins"), you need to be wary of predictive replication done by the MP client. When I was writing the cursor code for ''bunyedit'', cancelling block breaks on the server resulted in erronously ghosted blocks on the client. You need to alert the client that their prediction was false, in this case by immediately sending back ''Packet53BlockChange'' on the ghosted block.
minecraft/mod/bta-sides.1708182459.txt.gz · Last modified: 2024/02/17 15:07 by raccoon

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