I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience.
My problem is mainly related to timestep. Consider the following scenario:
A client connects to a server. The client sends his inputs to the server to indicate he wants to move. Server simulates the input and determines the position of that client in the game world.
Since the client and the server are both running on different timesteps, how do you accurately simulate so that all clients are in sync with the server? My server is currently set at at 30ms timestep. When I process client movements, there are potentially hundreds of requests waiting to be processed, yet no way to indicate how long it took between each one of the requests.
I'm really not grasping how to properly simulate on the server based on time, in order to have everything sync up.