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SnowyCoder

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  1. Thank you for the answer! I meant that in a big project there could be some hard-to-see bugs caused by non-synchronized variables (in a big project it isn't that far-fetched to forget a variable) or packets that arrive some ticks after they were ment to be received (due to the connection). That could cause bugs even if the code is the same, right? I can't seem to find really much examples of that, looking at open-source mods (like AE2) I see just the minimal code in the sided part of the code, am I misunderstanding something?
  2. I read the forge tutorial and I wanted to ask some precisations. Until now I only worked with bukkit/spigot (so plugins) and I tought that the network design was that the server had all the game-logic and the client was only there as an input-output device with almost no game logic included. Then I saw the forge tutorials and mods, where most of the code (including the game logic) is shared between client and server and the sided things are generally a few classes. How could this work? Shouldn't this design have bugs caused by different choises taken from server and client? Where can I find some clear code or documentation that explains this? Another question: is the vanilla minecraft networking designed like the mods too (with the shared game logic)?

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