Client's clock could be behind or ahead of the server's, take this into account. Note that this code has been tested over night and only had a few hits when new baseline snapshots were applied on the server, or when there was a clock drift. It still requires an actual playtest with several players on low and high latency to determine if this is even needed.
- Check and clamp if commandTime is above serverTime (too far in future).
- Check commandTime delta before checking if above serverTime or below lastCommandTime.
- Make sure cmdTime is never lower than last.
- Make sure delta doesn't exceed maxUnlag.
- Make sure latency gets clamped to maxUnlag (clamp appears to be missing in the engine).
- Only check for cmdTime if we are not discarding the cmd; previously, already processed queued cmd's got checked before being discarded.
Temporary lag compensation exploit fix by clamping the difference. Exploiter could carefully control the detonation time of a grenade, or alter the ability cool downs by altering the 'CUserCmd::command_time' field before sending it up.
Rebuild of the 'CServerGameClients::ProcessUserCmds' and 'CPlayer::ProcessUserCmds' methods. The rebuild is pretty much identical to the original implementation, but with additional checks for the number of commands, and total commands in 'CServerGameClients::ProcessUserCmds'. In the future, additional clamps and checks between CPlayer and the recv'd UserCMD should be incorporated in these functions.
* Added some getters in 'CBaseEntity' and 'CServerNetworkProperty'.
* Implemented 'CPlayer::SetTimeBase'.
* WIP implementation of 'CPlayer::RunNullCommand'.