Teleporting a player many times in a short period of time (e.g. once per game tick) queues network packets, causing lag.
Mainly the packets sent from client to server pile up. ("tx" in debug screen)
Their amount does not grow proportionate, meaning that teleporting one player with a steady frequency (20 times a second) makes the amount of packets sent grow more and more over time. For example 5 packets are sent without teleporting, 10 after one seconds of teleporting, 20 after two second, 30, 40, 50,...
The player's position might get reset or the player might even get kicked for "flying" because the connection has such a delay.
This only happens in multiplayer.
Comments 5
Wait, is it packets from the server to the client that pile up, or packets from the client to the server?
I'm not sure I understand what you're describing entirely, but this sounds like expected behavior (you're loading a lot of chunks, which need to be sent to the client, and I don't think that could be considered a bug). If I'm misunderstanding please let me know.
Also, just because this is a pet peeve of mine: the word is "packets", not "packages"; packages refers to other things (e.g. software package, packages in java, etc.).