What’s the issue
If an entity_properties predicate that checks player input in type_specific is executed with a tp command, a serious location desync will happen. The player could move themself on the client side, but not actually moved in server, players would also not able to see a player that joins the server. This could affect all players on a dedicated server. In LAN worlds, the host and any game instances running on the same machine will not be affected.
How To Reproduce
To reproduce this, you need a dedicated server or 2 separate machines.
Setup a multiplayer world of version (at the time of this report) 1.21.11 or lastest snapshot for 26.1.
Run the following 2 commands on every tick, either use a data pack or 2 command blocks chained together:
execute as @a if predicate {"condition": "entity_properties","entity": "this","predicate": {"type_specific": {"type": "player","input": {"left": true}}}} run say left
tp @a 0 0 0the coordinate (0,0,0) is arbitrary. Use a position that is on the ground would help observe the issue better.
Now, all players (on dedicated server) or players not using the host machine (on LAN worlds) will be affected. They could move themselves on the client side but on the server they are still being teleported to
0 0 0. If you try, say, throw a snowball, the snowball will be thrown from the server location.This also seems to cause players to not be able to see each other, however this cannot be reproduced consistently.
What Is Expected
No desync should happen; commands work as they are intended.
Environment
Windows 11 & Windows Server
Comments 2
Hi!
Thank you for your report!
Could you please provide more details. As we have no repro of this issue.
Could you please record a video of the issue and upload it?
Could you please provide a world with command blocks where issue occurs? (If the file is to big to upload it here please upload it to One Drive and post the link to it here)
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