When a player sprints and jumps at the same time continuously, the anti-cheat gets triggered.
Expected result: What were you expecting to happen? Sprint jump with no problems
Actual result: What actually happened? Lots of players being pulled to the ground after sprint jumping continuously
That鈥檚 never happened to me
I鈥檝e had this issue on a few PM servers, but I haven鈥檛 had the issue on my servers unless I cancel PlayerIllegalMoveEvent
I cancelled it too
I use it too, but nonetheless it's still an issue.
So it's just jumping in general?
Update: Easier to reproduce when turning and sprint-jumping.
It's the anti-flight that causes this bug. When you're jumping like that, the client frequently doesn't send their on-ground position (it sends it a maximum of once per tick).
No, I'm aware of that, the question would be better rephrased as this: "So instead of it being sprinting and jumping, it's just jumping in general?"
@IrishPacks Set always-tick-players to true, or auto-tick-rate to false in pocketmine.yml, does the bug still occur? I'm only able to reproduce the issue when the level has a tick rate > 1.
That seems to have fixed it, hm, it'd make sense though.
The anti-flight responsible for this has been removed from the core for 3.4 (#2428). Not exactly fixed, but won't be an issue anymore, so... closing...
A bit late to mention this, since the shitty anti cheat is already dead, but the root cause of this has been identified.
In a nutshell, the problem is PM's buffered movement processing. This is already being eyed for removal because it causes performance issues with laggy players (O(xyz) complexity, or O(n^3), which means bigger movement distance exponentially increases complexity). However, in a nutshell what's happening is this:

The image leaves out some finer details, but I'm sure readers can figure out what I mean.
When a net lag spike happens, a bunch of movements may arrive all on the same tick. When this happens, only the latest one is processed. This means that a move down -> hit ground -> bounce up may not be noticed. I was able to reproduce this problem even on a local server with 12ms latency.
I'm going to reopen this since the core issue is still present, even though the anti-cheat is gone.
Readers might also be happy to know that getting rid of this system will also reduce the "moved too fast" bug for a standard client.
Most helpful comment
A bit late to mention this, since the shitty anti cheat is already dead, but the root cause of this has been identified.
In a nutshell, the problem is PM's buffered movement processing. This is already being eyed for removal because it causes performance issues with laggy players (O(xyz) complexity, or O(n^3), which means bigger movement distance exponentially increases complexity). However, in a nutshell what's happening is this:

The image leaves out some finer details, but I'm sure readers can figure out what I mean.
When a net lag spike happens, a bunch of movements may arrive all on the same tick. When this happens, only the latest one is processed. This means that a move down -> hit ground -> bounce up may not be noticed. I was able to reproduce this problem even on a local server with 12ms latency.
I'm going to reopen this since the core issue is still present, even though the anti-cheat is gone.