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Client packet desync #765

@maxryan008

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@maxryan008

Description

This is probably easiest to replicate with some custom code.
By having the client far away from a chunk, and then force loading the distant chunk on the server side (not loaded on the client side) and then assembling a section of blocks on the server side while in the same tick teleporting the client to the chunk, the client then seems to be missing certain information about the sub-level. The sub-level is visible however entities such as item frames and paintings are rendered with their default NBT data so item frames appear empty and paintings are rendered as their 1x1 default variant. Then unloading and reloading the sub-level on the client side fixes this issue and everything renders normally. This only occurs if the client loads the chunk in the exact same tick as the sub-level being assembled and does not occur if the player either A, has already got the chunk loaded on the client side, or B, loads the chunk 1 or more ticks after the sub-level is created. I believe it may have something to do with sable checking distance to players before assembly, the player then loading the chunk and then the sub-level assembling, essentially missing both cases where the sub-level should have sent data about the entities to the player (either on sub-level load or sub-level creation). It doesn't seem like a major bug due to it not breaking too many things but perhaps it may be an easy fix?

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