Comment 4 for bug 321694

Manuel Moos (z-man) wrote :

Ah yeah. There was real lag going on, but of an unexpected kind that causes the lag compensation to react in a non-optimal way. A small fraction of your cycle turn commands arrived very late at the server (with more than .1 seconds delay over what would be expected, up to a total delay of >.5 seconds). The lag compensation code is tuned to avoid such delays, so it adapts your timer. Clearly, in this situation, it would be better to accept the occasional delayed packet and eat a lag slide instead of completely lagging behind.

Server code modification to fix: measure the frequency of lag events and don't inform the client about even big lags if they occur rarely enough.