Server desyncs from Client, resulting in different states in each
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals where the player should not
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896) - and possibly more
Video Examples (Youtube playlist of 9 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Linked Issues
is duplicated by32
relates to8
- Unresolved
Makzevu- 133
- 44
- Confirmed
- 353829
- Multiple
- 1909 (18363.535)
- client server
1.19.0.25 Preview - 1.19.83 Hotfix
1.19.0.25 Preview 1.18.10.26 Beta 1.18.0.22 Beta 1.17.40.20 Beta 1.17.11 Hotfix 1.17.0.54 Beta 1.16.220.52 Beta 1.16.220.50 Beta 1.16.210.58 Beta 1.16.210.55 Beta 1.16.210.54 Beta 1.16.210.53 Beta 1.16.200.52 Beta 1.16.30.53 RTX Beta 1.16.100.56 Beta 1.16.100.54 Beta 1.16.100.52 Beta 1.16.100.50 Beta 1.16.20.53 Beta 1.16.20.52 Beta 1.16.0.68 Beta 1.16.0.67 Beta 1.16.0.66 Beta 1.16.0.64 Beta 1.16.0.63 Beta 1.16.0.61 Beta 1.16.0.60 Beta 1.16.0.59 Beta 1.16.0.57 Beta 1.16.0.58 Beta 1.16.0.55 Beta 1.16.0.53 Beta 1.16.0.51 Beta 1.15.0.56 Beta 1.14.20 Hotfix 1.12.0 1.14.30 Hotfix 1.14.60 Hotfix 1.16.0 1.16.1 1.16.10 1.16.20 1.16.50 Hotfix (iOS) 1.16.40 Hotfix 1.16.61 (PS4) 1.16.100.59 Beta 1.16.100 1.16.200 1.17.34 1.18.0 1.18.2 Hotfix 1.19.20 1.19.83 Hotfix
Created Issue:
Server-client Desync Glitch: Server constantly desyncs from the client
Whenever the server lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states.
Video Examples (Youtube playlist of 6 videos)
https://www.youtube.com/watch?v=ixKdn1NtVRQ&list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
- Unresolved
- Open
- Unconfirmed
- Windows
- 1909 (18363.535)
- 1.15.0.56 Beta 1.14.30 Hotfix
relates to
relates to
Whenever the server lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states.
Video Examples (Youtube playlist of
6videos)https://www.youtube.com/
watch?v=ixKdn1NtVRQ&list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqLWhenever the server lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states.
Video Examples (Youtube playlist of 8 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Whenever the server lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states.
Video Examples (Youtube playlist of 8 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
is duplicated by
Whenever the server lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states
.Video Examples (Youtube playlist of 8 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896)- and possibly more
Video Examples (Youtube playlist of 8 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals where the player should not
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896)- and possibly more
Video Examples (Youtube playlist of 8 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
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Is this desync possibly a cause of blocks reappearing when mining (
MCPE-48914)?
relates to
relates to
relates to
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals where the player should not
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896)- and possibly more
Video Examples (Youtube playlist of
8videos)https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals where the player should not
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896)- and possibly more
Video Examples (Youtube playlist of 9 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
is duplicated by
MCPE-104120
is duplicated by
Server-client Desync Glitch: Server constantly desyncs from the clientServer desyncs from Client, resulting in different states in each
is duplicated by
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Updated description by [Mod] GoldenHelmet
Expected Results:
When a player dies, its items drop at the place of death and can be found by returning to that position (before the 5-minute timer runs out).
Observed Results:
When a player dies in certain circumstances, some of its items seem to disappear.
Steps to reproduce:
Following are 3 parallel sets of reproduction steps for 3 circumstances that lead to the removal of some of a player's items from the place of death.
Case A: death while suffocating inside solid blocks
- Construct a 1 x 2 x 1 roofed chamber out of solid blocks. Set up a piston on one side that can push the wall in at head level. Connect the piston to a button that is accessible within the chamber.
- Equip armor and an offhand item, and put some items in your inventory.
- Enter the chamber.
- Push the button and wait to suffocate.
- Respawn and inspect the place of death. The inventory items will be in the air block where your feet were. The equipped items will be on top of the roof of the chamber.
Demostration of Case A: Suffocate head in block.mp4![]()
Case B: death while swimming
- Construct a water-filled room with a solid block roof of any thickness.
- Equip armor and an offhand item, and put some items in your inventory.
- Swim in the block just below the ceiling, and note whether you are facing upward into the ceiling or not.
- Die in whatever way you wish.
- Respawn and inspect the place of death. If you were facing upward into the ceiling in steps (3)-(4), all of your items will be on the roof. If you were not facing upward, the equipped items will be on top of the roof, and the inventory items will be in the water-filled room.
Demonstration of Case B, facing upward: Drown facing up into ceiling.mp4![]()
Demostration of Case B, not facing upward: Drown under ceiling.mp4
Drown 2.mp4![]()
Case C: death from falling
- Construct a platform 1 or 2 blocks thick, several blocks above the ground.
- Equip armor and an offhand item, and put some items in your inventory.
- Fly or teleport up very high above the platform.
- Fall to your death on the platform.
- Respawn and inspect the place of death. The equipped items will be on the platform you landed on. The inventory items may be on ground below the platform.
- If all items are on the platform, repeat these steps. Inventory items are more likely to fall below the platform when client-server latency is higher (such as when falling from greater elevation and therefore faster, or in a multiplayer game).
Demonstration of Case C: Items glitch straight down.mp4
Items glitch then spread.mp4![]()
Explanation:
All 3 cases depend on equipped items and inventory items dropping in different places when a player dies. Inventory items drop at the player’s position, in the same block as its feet (or head when swimming). Equipped items drop at +2Y (the block above the player’s head when standing). I’ll call this “split drops.”
Case A is a consequence of split drops, and the normal behavior of items in solid blocks.
Case B is a consequence of split drops, the normal behavior of items in solid blocks, and MCPE-31896.
Case C is a consequence of split drops and the way the player death algorithm handles client-server latency. It appears that the server determines player death, but the client determines player position for item drops. Upon death from falling, items drop as if the player was positioned anywhere from 3 blocks below to 5 or more blocks above the place of impact. (May relate to MCPE-65094)
Original Description:
So I died by drowning. I respawned at the world spawn, and returned to my base in a short amount of time (less than 2 minutes). I then slept to pass the night, and within another minute I was back at the location where I died, however the only item floating on the surface was an iron pickaxe. All of my other items seemed to disappear. I certainly made it back to my items within 5 minutes, and there was still an item left. What happened here? Seed is -1403231618 and the coordinates where this happened are 404, 73, 852.
Edit 3/7/2020: Unfortunately I don't remember much else from what happened during this incident. I hadn't been playing for more than 40 minutes. I also likely was pushing up against a sand block when I died, as I was trying to get to the surface along the edge of the shore but died pretty far under the water. I don't think I had armor yet, just basic items you can collect quickly in the beginning of the game. I'm thinking shovel, sword, maybe some food, wood, a map, etc. Listed cause of death was drowning.
If you have had this problem, we'd be grateful for your details. Tell us what kind of damage caused your death, whether and what kind of items (armor, tools, weapons, other) were dropped and lost, and what the chat listed as your cause of death. Also, if you can remember, how recently were the disappearing items crafted?
Relates to MCPE-65094.
Edit: That's also the reason why the contraption is impossible.
Duplicate of MCPE-65094.
See the second video in the playlist on the linked ticket.
Duplicate of MCPE-65094.
See the fourth, sixth, or eighth video in the playlist on the linked ticket.
Forward duplicate of MCPE-65094 due to that ticket having more information.
See the second, fourth, sixth, or eighth video in the playlist on the linked ticket for the effects that describe your issue.
Re: Seth Wilkinson's observation that issues were less after playing and being pushed a while: this could relate to MCPE-65094, because if the client and server have the player at slightly different positions, then it will more easily end up inside a moving block (which is necessary to be launched by slime) instead of slamming against the solid face of it.
We're tracking this issue as MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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We're actually already tracking this issue at MCPE-65094, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
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Probably the server side of the game had your position being on the plate while it seemed to you that you were standing next to it. That’s covered by MCPE-65094.
I've reproduced this using your setup:
Here are 4 possible causes of clipping:
- A boat can slide under the top-half-slabs underneath the tripwire hooks. Replace the slabs with glass blocks to prevent that.
- Bedrock's random redstone update order may play a role, as the 4 pistons at each step will not extend in the same order each time. However, I do not think that is likely a cause, since any ice block moving upward up should lift the boat.
- Client-server disagreements about the player's position (MCPE-65094) could also play a role. That would require more investigation.
- Boats interaction with vertical corners in strange ways. For example, you can get a boat to clip through when you place it, by placing it near the edge. I believe this is the primary cause of clipping on this ice bridge, but I need to do more testing.
I do not see the connection between your pictures and what I think you are saying. A video would help if you can make one. Or a specific example explained step-by-step.
Does MCPE-65094 explain the problem?
Thank you for your report!
We're actually already tracking this issue at MCPE-65094, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65094, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65094, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
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At first I thought I saw a pattern where this applied to blocks with collision boxes that do not extend to the sides or top of the block space, but that doesn't seem to hold.
In the case of walls, I did not fall through when standing on the middle of the wall, but I did fall through when standing closer to the edge. this makes me think MCPE-65094 could be a factor.
Thank you for your report!
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The second issue, especially, sounds like it could be related to MCPE-65094. It’s possible that the server doesn’t have you standing on the block to begin with.
This may be due to desyncing between server and client threads with regard to the player's position. See MCPE-65094.
We need to be able to reproduce the issue to confirm it as a bug. Can you provide precise steps or a video?
This might be a case of MCPE-65094 if it can be reproduced.
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The client-side orb moves toward you faster than the server-side orb (maybe b/c there's a delay in the server updating the player's position, MCPE-65094) and they desync. The client-side orb can't be destroyed in the void for the same reason it can't be picked up and hovers around you: the server locates the orb at a different place so it doesn't call or confirm the function for those events.
Again, try relogging while looking at a client-side orb that's in the void. When you relog, you should find that the orb no longer appears in the void but instead reappears wherever the server thought it was located.
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This may be another case of MCPE-65094.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thanks for the update. The issues you’re reporting match MCPE-59679 and MCPE-65094.
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We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Possibly related to MCPE-65094? Although the pressure plates being stuck doesnt seem to support this
The damage midair might be due to MCPE-65094 desync, see MCPE-105490 comments
This new component introduced into the game in the 1.16.100 update has had detrimental effects for server entity movement, and potentially TPS. It is buggy. It causes jittery entity movement, including item sprites when traveling through the air. Entities randomly teleport even in single player worlds, and this is likely furthering the worsening server-client desync issue on worlds. See MCPE-65094 .
This new component has definitely NOT improved performance in the slightest, evidently by the 1.16.100 update which has been absolutely terrible for client and server performance. This component should be removed entirely until it has undergone thorough testing. Apparently, mojang does not know how to test their own game because of how much of a failure this update has been for the game.
Yeah Skaijie. It seems that fall damage is handled server-side now, and due to general server lag along with MCPE-65094, it looks like this is a likely cause of MCPE-105490. Apparently this can even happen on the featured servers when walking down stairs (tested on Hive Treasure Wars), which is a place where server authoritative movement looks to be turned off.
This video only shows tests performed on a single-player world, combining the results of MCPE-105490 and MCPE-96035: https://youtu.be/ecWhja4BJfk
Maybe this is caused by MCPE-65094, but not sure.
Even when there is a valid, safe surface to eject a player, the new mechanic will still place the player inside solid blocks next to the safe spot. This seems to be because the block check uses the activator rail location, but the ejection uses the player’s exact location, which is not centered on the activator rail because the minecart ejects the player as soon as its leading edge touches the activator rail. You can see this with non-player mobs, but while mobs will glitch into the right place, the player does not, presumably in accordance with the tolerance for client-server disagreement (MCPE-65094). The expected behavior is to eject mobs or players centered in the block to right of the activator rail, as it did in previous versions.
I'm going to speculate something that is potentially very dangerous.
The Bedrock Edition's server-client handling system applies a server-authoritative movement to players by default (which cannot be turned off for single-player worlds). With this, the server-side player moves alongside the client-side player, rather than the client-side moving and the server merely accepting the client's movement. If the this is caused by some points of an autosave however, the input that the server-side player is receiving might not update sometimes. So if you are moving when an autosave occurs, you could take damage if you were moving towards a cliff since the server-player won't stop moving even if the client does (potentially reasoning the ticket's name "Taking fall damage while standing still").
This normally wouldn't be too dangerous since the server-side player snaps back to the client-side player after about a half of a second of position desync (which is backwards probably to prevent MCPE-65094 from being disorienting), but parts of the autosaving process might cancel the trigger temporarily, causing the player to fall much further. This also means autosaving on low end devices, or worlds with a lot happening at once, could experience this issue for longer periods of time.
This reminds me of the end of one of silentwhisperer's videos, where he was teleported to the nether while a portal was a few dozen blocks under him. According to the video, the ServerTime of the world was 5473, meaning that the world was running unbelievably slow: https://www.youtube.com/watch?v=ODh8A79ZRr0&t=993s
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We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
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This is a result of client and server being slightly out of sync as regards the player’s position, which is tracked at MCPE-65094. The command checks for entities server-side, and server-side you fall as soon as the tnt ignites, before getting the next client position update that has you on the next block.
Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
Thank you for your report!
We're tracking this issue in MCPE-65094, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Relates to MCPE-59679.
This can cause player's inventory items to drop a few blocks below the place of impact upon death from falling, giving the appearance that they have been deleted. See
MCPE-48370(Case C in the description).I am interested to know what would happen if the device from the 2nd teleportation example were used in conjunction with the desync procedure involving boats detailed in MCPE-59679.
Confirmed based on linked videos. Writing out steps for each situation would be too tedious. Among other things, the videos show that a player can catch on fire and enter a portal when he should not be able to based on his position on-screen.
Sorry for the late response, MantacidTech. Running the command "/tp @s @s" will teleport the player under boats when they're floating up.
This is really interesting because I get issues like the lava examples in my singleplayer worlds. My breath meter will also flash when I walk on an edge near water. (1.14.60)
I recommend you include a video about a player taking knockback. You will notice in versions 1.13+ that the player taking the knockback is very jittery and can frequently lag back.
Can confirm this is still present in 1.16.1, although it seems to have gotten worse. There was a full block between me and lava, yet I still caught on fire.
I have a few cases to add, I assume they have the same reason:
I did not yet encounter the same issue on the x and z axis. But I really hope it will be fixed. I had to add delays of 10 ticks to all the death detect systems of my minigames to fix this. And in survival it gives many issues.
I have seen no cases of dying of falldamage btw what makes it more likely the player isn’t just left out of control where it was when the delay occurred.
(the glitch is visually visible on the server side at least)
For reference, fall damage in Bedrock Minecraft is handled client-side, meaning that the player will only take damage if it's possible on their screen, not the server.
As requested from
MCPE-91770, I attached a new world for reproducing the bug.There are two dots that can be toggled on and off by a row of command blocks. The red dot is the player's position on the client, and should always be beneath the player. The aqua dot is the player's position on the server, and does stray from the player upon moving in certain ways. Some fun things to try while the server position is desynced:
The unfortunate part about this is that the issue mainly persists in all normal worlds, which have forced server authoritative movement. the BDS changelog states that server authoritative movement is recommended to be turned off as it is still buggy. I believe this same framework for movement is enabled by default on normal worlds.
This issue seems to be much more common in 1.16.100. It seems that fall damage is now possible even when it does not appear so client-side.
The player can also sometimes be hit by a mob earlier or from farther away than usual, or the player's hit might not register correctly. This is more noticeable against fast mobs like the phantom, but is hard to test because it doesn't always happen. It can happen with any mob, but you need to be looking out for it since it is subtle. For example, a zombie might hit you from the same distance you can when you run towards it. The most recent case I got of this is I could not hit a sheep right after I had just hit it (it was not red, so was out of its invulnerability time, and I was within 3 blocks of it). I was able to hit it on my second try. I do not know if this is part of this bug or caused by
MCPE-97408. It could also be a more subtle and weaker version ofMCPE-71243, where the player might see a mob a very small distance from where they are actually at. This could explain why the sheep might not have been hit, as in the world I could have actually been, temporarily, slightly out of range. Desyncing from server could have also caused this though. I have noticed this in 1.16.100, but it probably was in the game earlier than this. It could be part of the cause ofMCPE-94726.Yeah Skaijie. It seems that fall damage is handled server-side now, and due to general server lag along with MCPE-65094, it looks like this is a likely cause of
MCPE-105490. Apparently this can even happen on the featured servers when walking down stairs (tested on Hive Treasure Wars), which is a place where server authoritative movement looks to be turned off.This video only shows tests performed on a single-player world, combining the results of
MCPE-105490andMCPE-96035: https://youtu.be/ecWhja4BJfkWhen you're playing a parkour map and you're jumping above gaps you take fall damage every once in a while due to player desync. I see this in my friends world he will abruptly fall through something then snap right back where he fall at. this is on the version 1.16.201 hot fix. This player desync happens VERY VERY often.
Apparently, non-ladder climbable blocks (scaffolding, twisting vines, and weeping vines) put the player into a kind of "Climbing State" that is handled purely server-side. This means that if a lagging player where to enter a non-ladder climbable block, they could fall all the way to the bottom. The same applies to when a player leaves a one; they would be able to climb upwards outside of the block's hitbox client-side as long as their server-side position is within the hitbox.
I've experienced this issue even on single-player worlds. I made a parkour course with water that teleports the player to their recent checkpoint in a KitPvP map I'm working on, and as a result of this bug, I've been teleported back to my checkpoint even though I didn't even touch the water at times. So Mojang, if you are seeing this, please please PLEASE fix this issue.
This bug is also relevant for the /execute ~~~ detect command. It activates when clipping a block and runs the block way below rather than the block you land on.
Is it possible that this bug causes many of the "instant fall damage deaths" that Bedrock is known for? If so, fixing this bug should be a priority before releasing hardcore, because client-server desyncs happen much more frequently on consoles, and other low-powered devices.