Packet 161
CorrectPlayerMovePredictionPacket
Sent to a player when their simulation of movement mismatches enough from the server that it wants to correct the client.
Used only in server authoritative movement mode, see ServerAuthMovementMode documentation.<br> Since it is sent to the specified client the target player is implied to be the receiver.<br> It is an optional part of the server authoritative protocol. A server could choose to never send this or do all corrections through MovePlayerPacket, although doing so would likely provide less smooth results.
Serialized fields
7 top-level fields0PredictionTypeVehicle or Player PredictionEnum-as-ValueRewindTypeas
uint8- 0
Player - 1
Vehicle
- 0
- 5On GroundIs on ground
boolean 6TickWhich frame we're correcting; should match the tick in the Player Auth Input packetPlayerInputTick
- 0Input tickIn server authoritative movement mode the client supplies this in PlayerAuthInputPacket. For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket. This allows the client to adjust any client predictions made while the packet was in flight. 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. It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.Compression
varuint64
Changelog
Stable releases
Changes between stable protocol releases.
No stable release changes are recorded for this packet.
All builds
Changes between consecutive stable releases and preview builds.
No changes are recorded for this packet.