Commit b237cac
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InGamePacketHandler: don't resync blocks if the client predicted an interact fail
if the prediction was a fail, we can assume that the client didn't do anything visual on its end,
which avoids the need to resend blocks.
This fixes block lag when towering as discussed in #6803.
The more general issue in #6803 remains unresolved (that the server's block resyncing may overwrite
additional client side predictions if it places a block before the server's resync for the initial
placement arrives), but that's more complicated to fix and I'm not convinced on the correct method
to resolve it yet.
In any case, this change nets a decent improvement for everyone, regardless.1 parent e7ad3c2 commit b237cac
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