Original Post
Hello, I am working on a networked game and I have hit a wall in its development. I am trying to come up with a way to synchronize the creation of objects between the server and all clients in a way that wont be susceptible to hacking or extreme lag. If I allow the client to tell the server what object to create and its position/velocity it will not lag, but it will be easily hacked for quickfire/aimbots etc. If I just send the input data to the server and have it tell the clients to make the objects on their ends the players with high pings will have huge delays. So, I was thinking that the only way to solve this would be to create the object on the client side instantly, send the input data to the server, have the server come to the same conclusion that an object should be created, crate it itsself, and then send the object data to all clients. The problem with this is I do not know how I would synchronize the object IDs between the creating client and server so that further updates(via server scripting) and corrections could be applied.
Am I on the right track, or is there a better method that I have overlooked?
Thank you.
Am I on the right track, or is there a better method that I have overlooked?
Thank you.