mojira.dev
MC-312504

Projectiles desync when exiting simulation distance

When a projectile exits the player’s simulation distance, it appears to keep flying, but on the server it remains static in the air. If the player then moves closer to its actual position, putting it back in their simulation distance, it blinks back to that position and continues flying, and provided it does not collide with anything, time out or fall into the void, it exits the player’s sim distance once again and the issue repeats.

By contrast, when you summon a mob with high velocity, it remains suspended in the sky upon exiting sim distance. This is what might be expected given that it is no longer being ticked– although the fact that its Motion is apparently zeroed out when this happens may itself be a bug (to be reported separately if it hasn’t been already.)

To reproduce, play around with the attached test world while your simulation is 5 and your render distance is 10+. I’ve also uploaded a video of my own testing in said world, as well as another video showing trying to hit a faraway armor stand with a fireball while having low sim distance.

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Comments 5

This looks like the same behavior discussed in MC-237598. The last two comments there describe projectiles continuing to move on the client while frozen on the server, then snapping back when they enter simulation distance again. A Mojang developer stated that this is intended behavior.

Thanks for pointing that out, I didn’t actually see that comment as there is a very lengthy (bot-generated) internal comment in before it. I would be interested to hear if the behavior I’ve described it here is still considered intended- the Loyalty trident flying around the player’s head seems like it may well not be, but I’m not sure how they would fix that issue in particular (unless they wanted to make Loyalty tridents load chunks like ender pearls do). I’d also be interested in their opinion on the scope of this issue, i.e. whether this report should only track projectiles or also items and other affected entities; and I’d be interested to hear what the rationale is for having mobs work differently than these.

clamlol

(Unassigned)

Unconfirmed

26.3, 26.4 Snapshot 3

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