| Time |
Nick |
Message |
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| 07:38 |
MTDiscord |
<sfence> How it possibli affect player who watching another player building on multiplayer server? |
| 08:02 |
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| 09:18 |
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| 09:39 |
sfan5 |
it's per-client. only affects the client building. |
| 09:40 |
sfan5 |
@wsor4035: I'm convinced my changed code is better than the current state but wondering if anyone else thinks we should drop this "optimization" entirely |
| 09:46 |
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MTDiscord |
<sfence> Ok, so it sound nice. |
| 10:51 |
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MTDiscord |
<exe_virus> Personally I'd drop it as well, nothing about building implies I don't want the world to load, in fact, that's seems like a great time to do so |
| 15:42 |
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| 15:43 |
MTDiscord |
<redundantcc> sfan5: I think I might experience the opposite problem with building, where the client will predict a node that has been built then delete it due to the server not sending an acknowledgment in time. I'd actually appreciate it if the node prediction timer was either configurable or could be outright disabled, so that I didn't walk on to a block that didn't actually exist yet at rtt +200. |
| 15:43 |
sfan5 |
there is no timer |
| 15:44 |
sfan5 |
the client will predict a placement and until the server re-sends the block it will believe that node to exist |
| 15:44 |
sfan5 |
so the problem here is really the server |
| 15:44 |
sfan5 |
*or* the whole thing should be done differently |
| 15:45 |
sfan5 |
(you can disable node prediction btw) |
| 15:46 |
MTDiscord |
<redundantcc> how, as I understand it it requires a CSM which is disabled on most servers? |
| 15:46 |
sfan5 |
i thought you were looking at this from the modder angle |
| 15:46 |
sfan5 |
there's no client setting to disable it, indeed |
| 15:48 |
MTDiscord |
<redundantcc> Well yeah it's a user configurability issue then, as much as I would like to be the server administrator of every server I have a problem with it should really be a client setting or just enabled by default when the client detects the server might be on another continent. |
| 15:49 |
MTDiscord |
<redundantcc> Falling to your death because the server failed to receive a node placement in time just feels bad from a usability experience perspective |
| 15:50 |
sfan5 |
uh |
| 15:50 |
sfan5 |
that should not happen |
| 15:50 |
sfan5 |
or well it can happen if you're unlucky |
| 15:50 |
sfan5 |
but like I explained there is no "the server didn't say yes, so I will remove the node again" mechanism |
| 15:50 |
MTDiscord |
<redundantcc> I mean I could post a video of it happening if it helps diagnose, but honestly with how often it does happen to me it probably be easier to send you a log right? |
| 15:51 |
sfan5 |
neither are likely to help |
| 15:51 |
sfan5 |
I don't have time to look at this either way |
| 15:51 |
MTDiscord |
<redundantcc> All right then thanks anyway |
| 17:01 |
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