Expected behavior
The expected behavior is for this to not break gameplay, and especially not in a single-player world. I'm disinterested as to what the exact implementation for such a prevention method would be.
Actual behavior
Entities will tick rapidly in a short duration, "catching up" with the server. This is as awful as it sounds, as there's nothing you can do to prevent it or react.
For example, if you're fighting an enderman: it freezes, then attacks 10 times in an instant, unquestionably killing you. A skeleton may rapid-fire arrows. A creeper may blow up spontaneously.
Linked issues
is duplicated by 1
Attachments
Comments 8
According to @unknown in this comment:
— That's just the game catching up on the ticks that were still in the queue of being processed; it doesn't drop every tick it cannot complete, only after a certain period of time when it has been in the queue will ticks be dropped. This is in order to not lose timed events and in itself is not a bug.
This may be resolved in 22w11a with the new `max-chained-neighbor-updates` server property, which seems to allow only a certain number of these rapid-fire updates when the game is catching up.
I may be interpreting the server property incorrectly though, in which case this still isn't resolved. No testing has been done yet.
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