nx_lagcomp.nx
buildroot/runtime/nx_lagcomp.nx
about
nx_lagcomp.nx -- SERVER-SIDE LAG COMPENSATION. The authoritative server keeps a ring of recent entity positions (~1s
of history). When a client acts on what it SAW -- its view is (latency + interpolation-delay) in the PAST -- the server
rewinds to that exact moment and adjudicates the action (catch / hit / ability) against the HISTORICAL state, so it
"connects" fairly despite the 150ms ocean RTT. Without this, a correctly-aimed throw misses because the target has
already moved on the server. Cited: Valve (1s history, ExecTime = ServerTime - PacketLatency - InterpolationDelay),
favor-the-shooter asymmetry. Pure integer. license_tier: ORIGINAL
dependencies 0 imports · 1 importers
imports: none
imported by: nx_lagcomp_gate.nx
structs
| none |
consts
| none |
functions
| 9 | func lc_rewind(hist: *i64, now: i64, rewind_ticks: i64) -> i64 called by 1: main |
| 15 | func lc_hit(aim_pos: i64, target_pos: i64, radius: i64) -> i64 called by 1: main |