There have been reports of hit registration issues, this is most likely caused by the clamping system to mitigate an exploit. Put behind a convar and disabled for now until debugged.
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'.