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Posted

I keep getting advice to do as much as possible on the server — which makes good sense, since the server (I thought) has the definitive copy of what's going on in the world, can notify all relevant players of the change, etc.

 

But just now I have found that changing the player rotation (by, for example, player.rotationYaw = 0 where player is a PlayerEntity) works on the client but does not work on the server.  Grr.  Argh.

 

What am I missing?  Surely there's some way the server can set a player's position/rotation, and have this both stick and propagate to all relevant clients?  Is there some extra call I should do to alert the server code to the change?

 

Posted

In a surprising twist of events, the client is fully responsible and in control of the player position and rotation.

 

This is because the player should never experience input lag (send packet to server...get position update back from server...) when moving or looking around.

 

All the server does is put limits on how fast the player can move and that the movement was legal (which is why in client-side-only explosions you get bumped out of the hole).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Well dang.  So I guess it's server-to-client packets for me then, since in this case the controlling/triggering logic really is on the server.

 

Funny how building up modding skills/code feels a lot like playing Minecraft itself... I think I'm at about the stone-pickaxe stage now, but already dreaming of diamond gear.  :)

 

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