mojira.dev
MCPE-122609

Server authorative block breaking behaviour when disabled in StartGame

Recently, there was a new field added in the StartGamePacket, that goes somewhat like "ServerAuthorativeBlockBreaking". This feild allows for block breaking to be handled by the server. There is also another field that goes along the name of "PlayerMovementType". PlayerMovementType can determine wether or not movement is server authorative. However, when the PlayerMovementType feild is set to where movement is done by the server, server authorative block breaking is enabled (regardless if it's set to false in the StartGamePacket).

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 Copied from the user's comment:

Steps to reproduce:
(Server software used was PocketMine-MP, you could use any other server software and still get the same result)
1. When sending StartGamePacket, set the PlayerMovementType to 1 (or 2, doesn't matter), and ServerAuthoritativeBlockBreaking to false

2A. If you have server auth block breaking implemented, go into game and view what packets are sent - no InventoryTransaction packets are sent (they should be, considering server authorative block breaking is disabled)

or

2B (shown in video). Enjoy the unread bytes mess when breaking blocks

Video: https://streamable.com/mlls9w

Comments 6

Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response

Is this still an issue in the latest version? If so, can you please add it to the affected versions (or mention it if you are not the reporter).

Also, just a reminder, to make your bug report as effective as possible, please try and include the following steps to reproduce the problem:

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Observed Results:
(Briefly describe what happens)

Expected Results:
(Briefly describe what should happen)

If your ticket does not look like the example given here, then it's likely to be closed as incomplete.

This ticket will automatically reopen when you reply.

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Steps to reproduce:
(Server software used was PocketMine-MP, you could use any other server software and still get the same result)
1. When sending StartGamePacket, set the PlayerMovementType to 1 (or 2, doesn't matter), and ServerAuthoritativeBlockBreaking to false

2A. If you have server auth block breaking implemented, go into game and view what packets are sent - no InventoryTransaction packets are sent (they should be, considering server authorative block breaking is disabled)

or

2B (shown in video). Enjoy the unread bytes mess when breaking blocks

Video: https://streamable.com/mlls9w
MC Ver: 1.16.220

Is this still an issue in the latest version? 

Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.

For any account or purchasing related issues, please contact Minecraft Customer Support directly, as we cannot assist with those here at the bug tracker.

Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki

Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.

For any account or purchasing related issues, please contact Minecraft Customer Support directly, as we cannot assist with those here at the bug tracker.

Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki

Benjamin Saulon

(Unassigned)

Plausible

Windows

Version 10.0.18363 Build 18363

1.16.220, 1.16.210

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