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			21 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| digraph "PlayerInputTick" {
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| rankdir = LR
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| 0
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| 0 -> 1
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| 1 -> 2
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| 
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| 0 [label="PlayerInputTick",comment="name: \"PlayerInputTick\", typeName: \"\", id: 0, branchId: 0, recurseId: -1, attributes: 0, notes: \"\""];
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| 1 [label="Input tick",comment="name: \"Input tick\", typeName: \"\", id: 1, branchId: 0, recurseId: -1, attributes: 0, notes: \"In server authoritative movement mode the client supplies this in PlayerAuthInputPacket.
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| For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket.
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| This allows the client to adjust any client predictions made while the packet was in flight.
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| If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero.
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| It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.\""];
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| 2 [label="unsigned varint64",comment="name: \"unsigned varint64\", typeName: \"\", id: 2, branchId: 0, recurseId: -1, attributes: 512, notes: \"In server authoritative movement mode the client supplies this in PlayerAuthInputPacket.
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| For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket.
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| This allows the client to adjust any client predictions made while the packet was in flight.
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| If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero.
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| It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.\""];
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| { rank = max;2}
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| 
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| }
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