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  • Investigate opcode handler for CMSG_MOVE_TIME_SKIPPED


    madmax
    • Status: Completed
      Main Category: Core / Mangos Daemon
      Sub-Category: Code Enhancement
      Version: 0.20(currentmasterbranch) Milestone: 21 Priority: New
      Implemented Version: 21.0

    Investigate opcode handler for CMSG_MOVE_TIME_SKIPPED

    As discussed with dev krill, we need to investigate why this opcode is causing some players to rubberband on the covenant servers.

    CMSG_MOVE_TIME_SKIPPED

    [QUOTE]on a player POV whats happening is the opcode is not handled properly and is designed to set you back when the server detects a movement fault (think default anticheat).. but the opcode may not be properly handled or something regarding movement was changed and it doesn't like it. So when a player is moving they will jump back and forth .. but may occasionally get through a little distance before the fault is detected again and the opcode is called[/QUOTE]


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    did a bit more researching and this is not properly implemented on any other core out there.

    [url]https://github.com/mangoszero/server/blob/Rel20/src/game/MiscHandler.cpp#L868[/url]

    This is designed to compensate for lag from what i can see

    [url]https://community.callofduty.com/message/413601922[/url] for reference

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    This is supposed to make the player "skip" to position from what I can tell. I saw this in action on official, and it sucked if the player was an enemy rogue and had latency. He'd warp all over and kick your butt!

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    Alright, without getting too far of-topic, that made me laugh out loud. I am in a Starbucks working remotely right now. Everybody probably believes I am crazy now. Also, back in the days of dial-up in TFC I remember putting my sniper-dot on a guy, releasing the trigger and hiding, then a second or two later the guy got killed by a headshot and teleported BACK to where he was when I killed his low-latency butt!

    Anyway, I believe this message is related to this type of functionality.

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