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seen Oct 5 '12 at 1:06

Oct
1
comment Server-side Input
As I said to Patrick, I think that solution would be more of a heuristic approach; instead of the server being "The Man", the server instead checks client data for validity. This of course, will have to create some leeway so that lag or other network issues do not create false positives.
Oct
1
comment Server-side Input
That sounds a lot like what I'm currently doing; sending a position to the server and having the server validate whether the player could have moved to that position. That seems to be a more heuristic approach though, and in my opinion wouldn't be nearly effective as having the server decide, period. Would sending timestamps with each packet work? I think that would eradicate the issue. I believe that Halo and games that use the Source engine use that.
Oct
1
comment Server-side Input
Couldn't this still cause the player to fall off the edge on the server though? Unless I send a packet each frame, the server could still think that the player is moving for about 32ms. (I only send packets every three frames). Or are you suggesting that I don't simulate input on the server at all, but rather only check if the position is in bounds of the input pressed?
Oct
1
comment Server-side Input
The client doesn't send its position at all; it simply predicts/interpolates. That's why it falls off edges when it thinks it's on the edge. Also, I don't see where I said the lag was 1 second, it's more like 8ms (local testing) to 100ms (over the internet). I said the player was getting set back later because I periodically send out full position updates. Am I correct in understanding that I should send the position that the client thinks it should be, along with the keys that were pressed, and the server should verify f it's possible?
Oct
1
awarded  Student
Oct
1
asked Server-side Input