Lagback/ja

Lagbackとは、プレイヤーが以前の位置にテレポートで戻される現象である. 悪用することで、壁にめり込んだりBlipと同様により高くジャンプしたりできるが、マルチプレイヤーサーバーでは実行が禁止されている場合がある. このページでは1.8のシングルプレイヤーに焦点を当てているが、ほとんどの情報はマルチプレイヤー及び1.9以降にも関連している.

lagbackのトリガーとして知られている動作は以下の通り:
 * ブロックに埋まる.
 * ボートにぶつかる.
 * クモの巣の中で素早く移動する.
 * 充分な速度で、スニークしながら着地する.
 * stepping発動可能なブロックを、超高速（移動速度上昇100など）で通り抜ける.
 * 壁に向かって素早く移動する.



一般的な説明
lagbackを引き起こす方法は、大きく分けて2つある: 1つ目の方法については、説明の必要はないだろう.
 * 当たり判定と重なる（ブロックに埋まる、ボートにぶつかるなど）.
 * 「不正に」移動する.

As for the second method, one must first understand how player movement is processed server-side (even in singleplayer, the game runs on an integrated server). Each tick, the client calculates the player's next position, and sends a packet to the server. The server validates the player's movement by recalculating it from their last position, which should theoretically result in the same position. However, the server does not undo the side effects of the player's movement, which may cause a discrepancy between the player's expected and actual positions. The discrepancy is considered significant if the horizontal distance between the two is strictly more than 0.25m, in which case the player is lagged back to their previous position.

Side effects that aren't undone prior to the validation process include:


 * The  flag being set to   when landing (which changes the behaviour of sneaking).
 * The  flag being set to   when colliding with a cobweb.
 * The various  flags being set to   when colliding with a wall or ceiling.

In short, the player's movement is calculated twice each tick, but the side effects of the first calculation may influence the result of the second one. If the player moves fast enough, the server thinks the player moves wrongly, and triggers a lagback.

Intersecting with a collision box
The player is not supposed to move into a collision box. However, the server has a leniency of 0.0625b in each direction, meaning the player's bounding box can intersect with the "exterior shell" of a block and move normally. If the player move further inward, it triggers a lagback.

If the player is already fully inside a collision box, they do not get lagged back when moving.

Colliding with a cobweb (WIP)
When colliding with a cobweb (detected at the end of the tick), the player's  flag is set to. When the player is moved and and  is , it is immediately set to  , and the cobweb's effect is applied on the player's velocity. This causes a discrepancy between the original calculation and the recalculation, which triggers a lagback if sufficient speed is met.

Landing from a high fall while sneaking
This variant is achieved by landing and sneaking with the following requirements:


 * Moving horizontally at strictly more than 0.25m/t.
 * Being at least one block above ground on the tick before landing (or 0.6b in 1.11+).

You are not required to time the sneak exactly, but sneaking too early will significantly reduce the player's horizontal speed.

The minimum jump height required to achieve at least -1m/t of vertical speed is -7.3125b. An easy setup to try this method is -9.5b. Here is an example:

https://youtu.be/-fABDG3YVpw

Sneak Glitch
A sneak glitch (or shift glitch) happens when the player sneaks while landing on an edge, which causes them to fall anyway (this was fixed in 1.16.2).

When performing a sneak glitch, the server's expected movement for the player is different from their actual movement. Here's why:


 * During the original calculation, the player is sneaking but not "on ground", hence they move past the edge. However, they still land, which sets.
 * During the recalculation, the player is now considered "on ground" before actually landing, which changes the behaviour of sneaking: they can not "fall off the edge", despite not being at ground level.

With at least 0.25m/t of horizontal speed and appropriate placement, performing a sneak glitch can therefore trigger a lagback. After being teleported back to their previous position, the player is now able to jump. The resulting jump looks similar to a blip-up, in the sense that the player can start jumping mid-air. Here is an example:

https://youtu.be/IOrpHNqn5t0

Some jump heights do not work. This is still being investigated.

Code
In singleplayer, lagbacks are caused by this section of code (heavily simplified, we ignore exceptional cases such as flying, sleeping, teleporting, respawning, mounting an entity...): Note that the handling of fall damage is not processed if the player gets lagbacked. This may cause the player to suffer unexpectedly high fall damage when they eventually land. Since 1.15 (when the boat fall damage bug was fixed), jumping resets the player's fall distance, which can be abused to survive high falls when combined with lagback.