In my online game, each client sends its player's x/y location to the other clients, and the other clients update the location as they receive it, with some interpolation.
Issue: The game has bouncy collisions. So if one player collides with another player at speed, it should push that player away. But if I push another player, it won't move away because it's still receiving info from the other end, where it's stationary.
The other player will move away, however, but only after receiving that info from its client.
Question: What are some good ways of handling this problem, while keeping player positions as accurate as possible?
P.S.: I know having an authoritative server can make this better, but we don't have the time to switch over.