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New input packet #1702
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No it doesn't give us cool new checks, we already have this information from the prediction engine, it's useful to heavily improve performance though. Client also sends an END_TICK packet now too, so idle tick is back. |
already having the information from the prediction engine is exactly why this is cool, we can compare them for discrepancies, synthetic movement likely wouldn't have the corresponding input in the packet, can also validate sprinting, jumping and sneaking |
That's already what the prediction engine does, validates inputs. All that's changed is we no longer need to bruteforce the possible inputs. |
It could be a good way to check if a client sent a sprinting or smt packet without an input packet or am i wrong |
Using toggle sprint would flag if we checked for this |
Then if a player is moving but not pressing any key? (Could actually fix auto walk duh now that i think about it) |
Yes, we will probably use the client input instead of bruteforcing it
No, the client can modify this. |
I know but trash ass clients wouldn't know that the packet exists so it will just start walking without any input |
Everyone just sets the walking keybind pressed state to true, its one line, and the client handles all the movement correctly like usual. Don't see a reason why this wouldn't behave the same with the new snapshot. |
Feature description
Latest snapshot 24w36a just added a keyboard input packet.
This opens up the possibility for a huge amount of cool new checks.
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