I've mentioned lag handling earlier in #assaultcube but not many where there to discuss...
In addition to that I think a stable ping for players should be established and everything that is > max(x%, y ms) away from that should be treated as lag by a method still to discuss and implement.
Quote:11:28 < apanda> clearly lag is a huge problem in AC
11:28 < apanda> especially the fact that you get an advantage by lagging
11:28 < apanda> neatly demonstrated by the latest speedhacks
11:32 < apanda> i see two obvious ways to solve that.. first is to discard
lagged packets and the 2nd is to actively counteract anything
that lag does, e.g. moving too fast, fireing too much etc.
11:33 <@jamz> auto-kick anyone with a ping over 60
11:33 <@jamz> 60 is fair
11:34 < apanda> but the fact that you can send lagged information about what
you supposedly have done.. while the other player cant hit you
because you are either blinking or jumping around like crazy,
is a bit insane
11:35 < apanda> jamz i know its supposed to be funny, but 500 would maybe be
"fair" while keeping all normal players able to play
11:36 <@jamz> I fully agree. When I see a player saluting or warping, I rifle
sprint out of there
In addition to that I think a stable ping for players should be established and everything that is > max(x%, y ms) away from that should be treated as lag by a method still to discuss and implement.