Player ticking is subject to control by clients
Some player entity ticking functions such as damage application are applied outside of the main tick loop and are instead triggered by the receiving of movement packets. This allows malicious players to alter, or even prevent damage and other routine tasks from taking place by altering the timing, or simply not sending these packets at all. To fix, all ticking should be managed by the server tick loop.
2015-05-22, 12:21 PM
2016-01-11, 12:10 PM
2016-01-11, 12:10 PM
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