True! Actually, SC since DFM's release is semi-authoritative, but in practice its still virtually all client side.You have it half right.
There is also another system that is utilised by most FPS and other fast paced multiplayer games out there. That is client AND server side authentication and that is what Star Citizen will be using.
For educational purposes the three methods are actually called Fully Authoritative Server model, Semi-authoritative Server model(What I'm about to describe next) and Client Authoritative model
In the Semi-Authoritative server model, because as you said you might have latency issues by using a fully authoritative server affecting gameplay (like teleporting) due to low server ticks or bad connection, what happens is that it merges the other two modes. So you have the client side simulation and input done and rendered. All the input information is transferred to the server which then validates it against its own simulation and sends the simulation to the client. This data sent overrides all the client information and is dominant. This is what you see on your client side and this happens for all players.
An example of this:
Player is moving forward by pressing W. Client translates the input to movement, renders and simulates the movement, sends input to server together with location info and a bunch of other stuff.
Server receives the input, validates it and finds it valid, then does its own simulation and sends the results to the client, the results of both simulations are roughly the same, and this is interpolated visually so it seems that everything is going as they should.
Player changes vector by pressing D. Client translates the input to movement, simulates and renders the movement, sends input to server.
The connection is off due to lagswitch bitchery so server does not get the info and player does not get a response.
Other players see the player still moving forward, someone shoots and hits the player.
Player goes behind enemy and shoots, he sees enemy blow up and is a happy douchebag. Turns lagswitch off.
Connection is resumed, server sends its "RESPECT MY AUTHORITAH" simulation results.
Suddenly the douchebag that was happy he killed someone, sees his own ship blow up. The others see him blow up. Everyone laughs while the kiddy hacker rages in chat.
This is the simplest way I can explain this model.
Well, in a proper semi-authoritative server setup, you want the server to only simulate and replicate on the network, only gameplay important elements.True! Actually, SC since DFM's release is semi-authoritative, but in practice its still virtually all client side.
It's very easy to demonstrate why you don't do fully server-side games (It's laggy!). Look at the ram kills in AC matches. Even without the most recent bout of desync; both clients can report being 100-150m clear of each other, but the server extrapolates positions between network packet updates & decides players have collided! Happens all the time! Going back to the start of DFM.
Eventually, we'll move to having all itemports confirmed by the server, but a lot of it will continue to be client-side to minimize lag. The biggest thing is we'll be transferring base stats of all items/ships from the server instead of always hosting them locally as soon as we connect to the CIG server. (They began implementing that in q2-2015. Where the server began rejecting modified ship implementations files (what governs how ships themselves and anything attached to them operate))
^not the inventory.xml governing loadouts that people like to edit, but the actual xml data governing ships
I'm not really convinced either and honestly I'm not too worried about it until things are a bit further down the road. These issues will be identified and resolved as needed. Right now I just want CIG to give us more content. Would love to get cargo, mining, exploration, jump points into the Mini-PU.You can edit anything to appear some way, but what does watching the entire match show? A crack pilot phoned a game in fighting very in-experienced pilots....
Actually, you can. I did that in summer-2015 with CIG helping them in the mod-group understand (by their request) what all was being done client-side; which they did not understand entirely through q3-2015 (and by the way they talked, neither crytek or other cryengine partners could answer their question as to what was being done client (virtually everything) and what is done on the server).@Krystal LeChuck is the only one who is correct in explaining the functionality between client and server packet handling with the statement that the relationship is semi-authoritative exclusively. But you also need to take into consideration that since it is semi-authoritative the checks the server makes goes against it's own law of truths. This is not The Culling where you can make an arrow do 999 damage.
He was just....This is a very old discussion.
TLDR: want to see the email spam I received after leaving the group of the person whom made that video?
[clipping for space]
It's not just McKetten & BadNewsBarron calling BS in behalf of RS in this case...
wasn't sure whether to like, or reportHe was just....
Wait for it....
Lagging behind in the discussion.
Haaaaaahaha.
I'll let myself out.
Both? ;)wasn't sure whether to like, or report
I can imagine the report going to the mods:wasn't sure whether to like, or report
Things like this give me hope. Granted, this current "lag switching" may or may not be a thing. It may or may not be a result of active cheating. However, I sincerely hope that CIG takes cheating as seriously as Blizzard does.Perhaps of interest to you - Perhaps not.
https://torrentfreak.com/blizzard-beats-cheat-maker-wins-85-million-copyright-damages-170403/