Player with lag have advantage.

Hello everyone.

Lets consider this situation: The player with a high ping is walking/shooting and killing players... what he see in his own client is everything ok, he is the killer and don't have any lag.

In the other hand, players in the room see the player with high ping just teleporting (or moving fast because of the smooth) and killing them like a cheater.

It's happening because the information of "I shooted you fine" and "I'm now in position X" is comming from his client, the server just updates those infos based in what his client says.

What is the solution here?
a) Don't let anyone with a pinger higher than 200ms join the room. (which will result in bad reviews for the game)
b) Send position via RPC with "All Buffered Via Server", so he'll only update his position after server says: "ok, your new position is received".
c) Any other ideas?

Sorry if it's a newbie question, we're new in this.

Comments

  • Hi, high ping shouldn't cause problems with teleportation. If it happens, then player has bad connection, and/or problem is in your code.

    c) You can give players option to set max allowed ping, when they create room.