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bedrock-protocol-docs/html/PlayerInputTick.html
Oswaldo Leyva Barrientos ca7b330f4a
Protocol for r/21_u4 NetworkProtocolVersion 748 (#15)
* Protocol for r/21_u4 NetworkProtocolVersion 748

* Addressed feedback from the community
2024-11-07 14:34:16 -08:00

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<!DOCTYPE html> <html> <head><style>table{font-family: arial, sans-serif;border-collapse: collapse;width: 100% ;}.tab { margin-left: 40px; }td, th{text-align: left;padding: 8px;}tr:nth-child(even) {background-color: #dddddd;}div#expand{display:block;}</style> </head> <body><img src="svg/PlayerInputTick.svg" alt="PlayerInputTick">
<br><table><col width="10%"><col width="90%"><tr><th>Field Name</th><th>Field Notes</th></tr><tr><td>Input tick</td>
<td><br>In server authoritative movement mode the client supplies this in PlayerAuthInputPacket.<br>For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket.<br>This allows the client to adjust any client predictions made while the packet was in flight.<br>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.<br>It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.<br></td>
</tr></table></body> </html>