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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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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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