Optional client-side events preference (hit-detection, block break, etc.)
## This proposal will result in three networking models:
### Prefer server-side events.
- If not configured, servers will default to this networking model.
- This has been the current network model ever since the world simulation was separated from the client (SP games now run local servers and join the server) in Java MC 1.3.
- -- The above change is also what caused the directional damage indicator–camera tilt–to break because servers don't send directional damage values to the client(s), causing the always-tilt-right camera motion when taking damage.
### Prefer client-side events
- The server simulates the world as usual, but its data will be overwritten by the data sent to it by clients.
- Changes are committed on a first come, first serve basis. If two players try breaking a block, the client that sends their event data first is the one the server recognizes as "true". The other client, if it doesn't simulate the block breaking, will have its data overwritten by the server.
- This network model will also allow players with high network latency to enjoy a seemingly smoother experience without significantly harming the experience of players with low network latency.
- This will be tricky to implement.
- Only Ops/Admins/whitelisted-users are granted client-side event preference while other users' clients rely on server-side events.
- Allows "trusted" players to have better online experiences while preventing other users from sending cheat events to the server.
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