#In LAN multiplayer, the host is not frozen during time stop even if not a time stop user.

1 messages · Page 1 of 1 (latest)

cold plank
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When using "Open to LAN" to play multiplayer, the host player can still move their camera and see the world during time stop, even if they are not a time stop user.

This issue only affects the player who opened the LAN world; other players are frozen correctly during time stop.

feral flare
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uh OP = Operator incase you dont know

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since you hosted the world and it has cheats enabled it makes you an OP

cold plank
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Thanks!
I will try lan without an OP.

cold plank
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I tried testing it again in survival mode without OP privileges, but I was still able to move the camera during the time stop.
To remove OP, I edited the world’s "level.dat" file to disable cheats at the world level.
Also, when opening to LAN, I made sure cheats were turned off.

past oxide
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you have to host a remote server

cold plank
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Thanks!

cold plank
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I think I may have found the cause of the issue.

This problem seems to be caused by the canPlayerMoveInStoppedTime(player, checkEffect) method in the TimeStopHandler class.

public static boolean canPlayerMoveInStoppedTime(PlayerEntity player, boolean checkEffect) { return checkEffect && player.hasEffect(ModStatusEffects.TIME_STOP.get()) || gamemodeIgnoresTimeStop(player) || player instanceof ServerPlayerEntity && ((ServerPlayerEntity) player).server.isSingleplayerOwner(player.getGameProfile()); }

Due to the following condition, the LAN host player (as a ServerPlayerEntity) always receives true from canPlayerMoveInStoppedTime:

player instanceof ServerPlayerEntity && ((ServerPlayerEntity) player).server.isSingleplayerOwner(player.getGameProfile())

past oxide
cold plank
flint sable
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yeah, for players who aren't supposed to see in stopped time, it forces the game client to pause. but when it's done to the LAN host, their client proceeds to save the game every tick, which causes massive lag