There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server architecture, latency compensation methods, prediction and delta-compression of game states.
However, as these models were rapidly improving (as you can tell from Doom to Quake1 to Quake3 and so on) I am led to believe that a lot of improvements probably happened after these as well. Therefore I am looking for documentation on a contemporary Multiplayer Network Model such as League of Legends or similar. It seems to me that LoL has an excellent model given how responsive and accurate it feels compared to a lot of alternatives.
Which is the latest well documented client-server Network Model for a twitch gameplay multiplayer game? Are the Source and Unreal engines continuously improved upon? Does CS:GO use the Source Engine of old?