Translations:Lagback/5/en

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.