Clients can currently send whatever serverTime they wish in their commands. If a client repeatedly sends a number that's higher than the serverSimulationTime, the server lags out and the antilag module errors.
I've simply clamped the serverTime received from players to prevent this, and changed the serverTime that bots send to be the serverSimulationTime instead of tick.
Clients can currently send whatever serverTime they wish in their commands. If a client repeatedly sends a number that's higher than the serverSimulationTime, the server lags out and the antilag module errors.
I've simply clamped the serverTime received from players to prevent this, and changed the serverTime that bots send to be the serverSimulationTime instead of tick.