Minecraft Username: Piggytube Brief Description: When i use a mcmmo ability the last second of it causes anything i mine to "disappear" to my client but to the server its there which causes some conflict. (its not just me because i had some friends test it as well) Instructions: 1. Right click while holding a pickaxe 2. Mine stone and continue mining it until the time is over, then the block(s) so what i stated above. How many times did you recreate this bug?: A ton Result: Conflict between the server and the client one saying its there one saying its not. Expected Result: The block should mine perfectly without any glitchyness... Evidence:
Those are just blocks glitched out because you used the Super Breaker once the time period ended on it ended. This has happened to me multiple times before as it has to other users as well. All you need to do is relog and join back in the game and those blocks that are glitched will reappear, as if theirs another user around you, they will see those blocks and can mine them. Its on your side, not the server side, I would just recommend stopping a few seconds before the Super Breaker time limit runs out so it doesn't do this so you do not need to relog.
To sum It up they're ghost blocks and they are client sided and not server sided. Just re-log to fix it
i sugeuest you do /mining then /mcsb keep so then you can see when your super breaker is about to run out for u can stop for a few seconds and then continue mining
No need to relog if you have a feature or two: with multihome or back, just tp somewhere else, and then tp back; if you have fly, go away till the chunks unload, then fly back.
The answer is 'not really'. It's related to ping, and it's clientside. Well, it can technically (theoretically?) be fixed. By sending the user a packet telling the user that they don't have the +5 efficiency any more about half a second before it actually happens. This way the client thinks "hey, I can't break blocks quickly any more" before the server thinks that, not the other way around (due to ping) But this would be a bit of work, and pretty annoying to reasonably test.
And let's not forget that half a second is arbitrary: it should be exactly equal to the delay introduced by lag, which is often unpredictable. It'd be not a solution, just a band-aid masking the problem only in the least extreme situations. Maybe a solution could be if the server, after the boost has expired, automatically sends the whole chunks information to the client as if the user just tp-ed there. Could that be done? My wild guess is that it would not be too difficult to implement and, despite the fact it might appear to burden the load on the server, it actually would do the opposite: if I don't need to tp out of the area and then tp back in, then the server will send 9x9 chunks only once (where I am) instead of twice (where I temporarily go and where I go back). Maybe it could even just be configured to send again only a smaller 3x3 or 5x5 chunks area around the player!
Ping be calculated, and an average could be used. It doesn't need to be exact, it would just be like average+50ms or something. It wouldn't completely fix the situation, because sudden lag spikes can occur; but that's rare. It's also more efficient than reloading chunks.
Code: # This should fix blocks being broken client side, but not server-side. # Enable to refresh the chunks around a player at the end of Super Breaker, # Giga Drill Breaker, and Berserk. Resource intensive for larger servers. Refresh_Chunks: false - mcMMO's config.yml It is already a predefined config option, but I assume it is disabled - probably due to the last comment line.
Wow, there's not even need to code it And I still suspect that the "resource intensive"-ness is just apparent and this would actually relieve the server from the load due to people tp-ing out and back in