Topic: Switching to Delay-based netcode on desync
I had an idea, I'm currently trying to implement this myself but I thought I'd share it here too.
Sometimes my game likes to desync. It doesn't happen every game, and most of the games go by without a desync. That said, it's very annoying when it happens. After much thought, I figure this might be a good failsafe rather than just flat out disconnecting.
Ideally, it'll just turn off rollback for the rest of the round and then resume at the start of the next round. If anyone has an idea about how to go about doing it, I'm all ears! Currently trying to figure this out on my own for now though.
I imagine the code for this is in Flux Capacitor, I'll take a jab at it.