|
|
|
|
|
by setr
364 days ago
|
|
It is weird, and if I’m reading this right a single player with a poor connection will trigger repeated rollbacks for everyone. It also seems to be client-authoritative? Which is just 100% illegal if you’re at all concerned about cheating. All the problems of peer-to-peer in a client/server package? It should be: 1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong) 2. On correction, client is rubber banded into the correct positions to match server state; rollback/replayed with correction if the game is deterministic 3. Server-authoritative; if it never reaches the server, the input never existed. |
|
You're also fundamentally misunderstanding the design.
> 1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong)
The system is built around rewarding the player for making good inputs and tracking the state in which they made those inputs. It's not as far as "all perspectives are valid" but it's close.
Cheating is handled by console DRM and root kits. Similar for Overwatch, similar for Valorant. Such is the state of the art.