I just wanted to start a thread on multiplayer and how to handle latency issues. Im mostly wondering what other people are doing to handle over network games.
What im working on is a 2 player game however I still want to use a server...client based setup.
From what i've read and understood over the internet is that a server generally holds about a second worth of snapshots (events that have occurred) and displays graphics in a past state.
a ping test can be measured from shooting a message back and forth by measuring the system clock difference on how long it takes to get it back. Now this value indicates lag response in milliseconds.
so this is the part where im stuck....but have this idea of handling it.
While I was thinking about it... 2 ways of handling this come to mind.
[First way

-have the server save a second worth of data (snap shots of movements..etc)
-run regular ping tests
-have the server show graphic updates on past movements to appear to be behind the same spot as the client.
-have the client receive events ahead of what the server is showing.
-also holds a second worth of events to calculate lost packets if they are missing.
see image below...
now also now im thinking....ok so what if the client shoots a gun.
Well the same thing applies on the messages send except the server can look back in time further to calculate if hits infact occurred.
Any thoughts?