There's a similar issue on 1.17.1 related to the same part of code with teleporting. When the client receives a teleport the last reported location in EntityPlayerSP or LocalPlayer (newer versions?) isn't updated. In a case where the player moves back to the previous reported position right after the teleport the new position will not be sent back to the server due to the movement cap. This issue is not related to the latency between the server and the client. It is important to mention that the suggested fix will not fix this issue because this issue will still be present with a movement cap of 0, therefore my suggestion is to either send a position every tick (boolean boolean4 = true; ) or to update the last reported position in EntityPlayerSP/LocalPlayer? when the player receives a teleport and, like suggested, limiting the movement limit to 0 (boolean boolean4 = double4 * double4 + double5 * double5 + double6 * double6 > 0 || this.positionReminder >= 20; ) to fix the main bug reported in this bug report.
Steps to reproduce 1. Create the set up shown in the video mentioned above 2. Apply speed 255 3. Set up a command block to teleport you every ~2 seconds to the same part of the setup shown in the video 4. Enter the setup and walk backwards while looking at the position at which you're teleporting yourself 5. Place a block
Note: This might take a couple of tries due to the 20 tick limit before the client sends another position packet.
I am unsure if I'm supposed to create another bug report if the issue is this closely related, therefore I have left this comment here.
There's a similar issue on 1.17.1 related to the same part of code with teleporting. When the client receives a teleport the last reported location in EntityPlayerSP or LocalPlayer (newer versions?) isn't updated. In a case where the player moves back to the previous reported position right after the teleport the new position will not be sent back to the server due to the movement cap. This issue is not related to the latency between the server and the client. It is important to mention that the suggested fix will not fix this issue because this issue will still be present with a movement cap of 0, therefore my suggestion is to either send a position every tick (boolean boolean4 = true; ) or to update the last reported position in EntityPlayerSP/LocalPlayer? when the player receives a teleport and, like suggested, limiting the movement limit to 0 (boolean boolean4 = double4 * double4 + double5 * double5 + double6 * double6 > 0 || this.positionReminder >= 20; ) to fix the main bug reported in this bug report.
https://www.youtube.com/watch?v=bgCvghrdmsg
Steps to reproduce
1. Create the set up shown in the video mentioned above
2. Apply speed 255
3. Set up a command block to teleport you every ~2 seconds to the same part of the setup shown in the video
4. Enter the setup and walk backwards while looking at the position at which you're teleporting yourself
5. Place a block
Note: This might take a couple of tries due to the 20 tick limit before the client sends another position packet.
I am unsure if I'm supposed to create another bug report if the issue is this closely related, therefore I have left this comment here.