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#ActualTelanor

Posted 15 December 2012 - 04:43 PM

How would you handle this situation then?

S: 3, C: 6 - Client moves from X = 5 to X = 7
S: 4, C: 7 - Client moves to X = 9
S: 5, C: 8 - Client moves to X = 11
S: 6, C: 9 - Server receives move command, new client pos = 7
S: 7, C: 10 - Server receives move command, new client pos = 8
S: 8, C: 11 - Server receives move command, new client pos = 10
S: 9, C: 12 - Client receives position = 7 from server for tick 6. Matches, no action taken
S: 10, C: 13 - Client receives position = 8 from server for tick 7. Warps player back to X = 8
S: 11, C: 14 - Client receives position = 10 from server for tick 8. Warps player to X = 10

Let's just assume the player is moving fast enough that they need to be warped. Normally the suggestion is to record the player input, rewind, correct, and reapply the input. Since I can't rewind, and you suggest not using deltas, how else can you deal with this without having never-ending warping? Even if you're not warping them, how can you 'nudge' the player in the right direction without knowing where they need to be *now*. The server is only telling you where they should have been several ticks ago.

#2Telanor

Posted 15 December 2012 - 04:38 PM

How would you handle this situation then?

S: 3, C: 6 - Client moves from X = 5 to X = 7
S: 4, C: 7 - Client moves to X = 9
S: 5, C: 8 - Client moves to X = 11
S: 6, C: 9 - Server receives move command, new client pos = 7
S: 7, C: 10 - Server receives move command, new client pos = 8
S: 8, C: 11 - Server receives move command, new client pos = 10
S: 9, C: 12 - Client receives position = 7 from server for tick 6. Matches, no action taken
S: 10, C: 13 - Client receives position = 8 from server for tick 7. Warps player back to X = 8
S: 11, C: 14 - Client receives position = 10 from server for tick 8. Warps player to X = 10

Let's just assume the player is moving fast enough that they need to be warped. Normally the suggestion is to record the player input, rewind, correct, and reapply the input. Since I can't rewind, and you suggest not using deltas, how else can you deal with this without having never-ending warping?

#1Telanor

Posted 15 December 2012 - 04:37 PM

How would you handle this situation then?

S: 3, C: 6 - Client moves from X = 5 to X = 7
S: 4, C: 7 - Client moves to X = 9
S: 5, C: 8 - Client moves to X = 11
S: 6, C: 9 - Client moves to X = 13. Server receives move command, new client pos = 7
S: 7, C: 10 - Client moves to X = 15. Server receives move command, new client pos = 8
S: 8, C: 11 - Client moves to X = 17. Server receives move command, new client pos = 10
S: 9, C: 12 - Client receives position = 7 from server for tick 6. Matches, no action taken
S: 10, C: 13 - Client receives position = 8 from server for tick 7. Warps player back to X = 8
S: 11, C: 14 - Client receives position = 10 from server for tick 8. Warps player to X = 10

Let's just assume the player is moving fast enough that they need to be warped. Normally the suggestion is to record the player input, rewind, correct, and reapply the input. Since I can't rewind, and you suggest not using deltas, how else can you deal with this without having never-ending warping?

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