Cede Dev Log 2: Client-side Prediction

What is it?

In my last entry I talked about server authenticated movement, but I left out the most fun part – client side prediction! (cries in emoji). If our game had server auth movement with no client side prediction, our character would just be waiting around for the server to reply to our walk forward request. While for some game genres this is perfectly okay, it would result in a less than desired experience in our first person game. Simply put client-side prediction is the client predicting what the result of our input would be on the server.

 

Below I’ve made a rather extreme example of this. In this case our users’ ping is 500 milliseconds. This means when the user presses ‘W’ the client sends the input to the server, and 500 milliseconds later we receive our new position. Ideally our ping would be somewhere closer to 30 milliseconds, which may not show up in the gif, but without client-side prediction you would definitely feel it while playing.

 

Client-side prediction offClient-side prediction on

 

How does it work?

First’s lets add a new concept of “ticks”. In our example the server and clients have a tick rate of 60. This means 60 times a second they take input and process the results. Let’s assume that our client’s ping is 500, and our game’s tick rate is 60. I’ve been trying (and failing) to write technical processes in paragraphs, so let’s try something. Here is a basic framework of whats happening.

Every tick:

  • Client sends new input to server.
  • Server processes client input, and sends the results back.
  • Client receives old input results from server.

 

So here’s the problem; When do we have time to process and apply our prediction if we’re constantly receiving old results from the server? The solution is to hold a queue of all the inputs we’ve sent the server since the last result we received. Since our ping is 500ms and the tick rate is 60 we’re holding a queue of 30 inputs! Each time the client receives a result we snap our character’s state back to the position and velocity the result says, run through the queue recalculating each input. If everything goes correctly this whole process should be completely seamless and we’ll end up in the correct state.

 

Let’s try making this a little more concrete.

Tick 100: Client sends input to server.

Tick 115: Server receives input, processes it, and sends results back to client.

Tick 130:

  • Client receives results for input sent in tick 100.
  • Client runs through every input we’ve sent to the server since tick 100 (30 ticks worth) and recalculates all the physics and movement code. Since our calculations should match what the server will calculate in the future, we’ll end up in the correct place and state.

 

We won’t always get the same results though, and this can cause funny things to happen. I’m sure everyone has experienced them, probably without knowing what’s going on. Games will usually use client side prediction for more than just movement. An example would be shooting someone in a game like Overwatch. You see the other character react, and maybe their health goes down. Your client may predict that the shot was legitimate and show the health go down, but sometimes the server will disagree, and it will take time for those results to get synced to your client. As far as you saw the health went down, and then snapped back to where it was.

 

I’m really sorry if this was hard to understand, I kind of struggled for hours trying to describe it as clearly as possible. Hopefully I will get better at this!

Cede Dev Log 1: Server Auth Movement

I’ve decided to start a new sandbox project for me to build on, try new things and see what I can learn. There are going to be a lot of technical challenges for me to work through that is beyond the scope of what I’ve done up to this point.

 

The first challenge is server authenticated movement. If you’re unfamiliar with the concept the simple explanation is that all your input is sent to the server, processed, and applied to your character. The results are then synced back to the character on your local machine. Normally this would feel terrible for games like an FPS because there would be a very noticeable delay before you see visible results from your input. That’s why we take it one step further with another concept called client-side prediction, and this is where things get a little more complicated.

 

Why am I writing this post?

  • I would like a link I can send to people when trying to describe what it is.
  • I’m going to detail the progress of my new sandbox project.

 

Let’s continue with some more detailed explanations.

 

1. Client connects to a game server. (What happens when a user joins an online game)

The server tells all the clients connected to it to instantiate the character. There are 3 different “perspectives” of this character.

1. Owner. The character the server instantiates. The server has full control over this character. In a server auth game this is the only version of the character that matters. It’s position, rotation, health, ammo count..etc are the actual values, regardless of what either the user’s client says, or what other clients say.

2. Controller. As far as the user can tell this is their character, but it isn’t really. It’s just a local representation of the actual character. If the user tries to cheat and tell the character to teleport somewhere it will only affect this local character and neither the server nor other users will be affected. If the user wants to effect the actual character they have to ask politely by sending the server predefined inputs like “walk forward”.

3. Proxy. This is the copy of the character that other users will see. They have neither ownership nor control over this character. All changes to the owner, the server’s copy of the character, will be synced over and applied to it.

 

2. User input. (What happens when the user presses W) 

Every server tick the user input gets polled and wrapped up into a command that is sent to the server. The server takes a look a look at the input and applies it to it’s copy of the character. In this case the input was ‘W’ and the character moved forward. The results of the input are written down and sent back to the client. The client then resets it’s version of the character state to the results it just received. Normally server auth games will take this a step further with client-side predictions but I’ll save that for another post.