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Properly syncing multiplayer movement

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Currently, when a client moves, the inputs are processed on both the client and the server which use the same calculation to process the movement. When the client receives an update from the server, the servers position will override the clients position. I would hope that the client and the server would calculate the same positions, but that is not the case. I believe timing is the culprit. What is the best practice when syncing movement?

 

Current flow:

chrome_2017-06-19_13-28-20.png.214ffc861682d71d74ce331ad59be36a.png

 

Source: https://github.com/GodsVictory/SuperOnRoad


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