#Issue with resolving client side hitbox timing

1 messages · Page 1 of 1 (latest)

sinful epoch
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I've come across an issue where I struggle to find consistence in doing server side sanity checks for client side hitboxes when it comes to their timing. For context, my system sends two remotes: one intending the attack and another requesting the hitbox validation. The second remote (hitbox activation), relies on the intent remote being received on time. The server then checks the times recieved for both remotes to validate whether the hitbox remote was sent within reasonable time (the m1 hitbox is delayed.) after the intent. For example, if a hitbox is expected to activate 0.2 seconds after an animation, the intent is fired instantly and the hitbox is fired 0.2 seconds until its active frames end. However, due to the client having variable ping, the remotes can arrive at different timings which leads to the second remote arriving to early or too late (which is very rare though). A fix I've tried to implement is buffer that continuously does sanity checks for a short amount of time, but I was wondering if there was a more efficient way of resolving this issue.

Here my scripted implementation so far: https://pastebin.com/UcbkPeta
Unfortunately, it has an occasional situation where it fails, pushing me to consider a new system.

brave glade
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there's lots of different degrees of rollback netcode, you seem to have the most naive one.

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which is fine, should still work

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there are no quick fixes or easy solutions to rollback netcode

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you could try server authority but that aint any easier than what you're already doing

sinful epoch
sinful epoch
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My current thoughts are clamping timestamps sent by the client and comparing the difference between those but I believe those are easily spoofable leaving me at a loss

brave glade
# sinful epoch My current thoughts are clamping timestamps sent by the client and comparing the...

On online games, cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game involved, its rules, and consensus opinion as to whether a particular activity is considered to be cheating.
Cheating is present ...

brave glade
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like just google those 2 terms, watch lots of tutorials, read lots of articles

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and you'll get it. i belief in you salute

sinful epoch
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I have lag compensation implemented already but it’s a roundabout workaround for Roblox’s replication system