Spielerando

Speed checks wrongly pull honest players back after a lag spike

A host that checks how far each player moved per message punishes anyone whose connection stalls and then delivers several moves at once. Checking against real elapsed time with a small savings account for bursts treats honest players fairly and still stops speed cheats. Here is the account and its cap.

Why this works

Speed is distance over real time, and only the host's own clock is honest about time. A stalled link did not make the player faster, it just bunched their moves, so a small savings account lets honest bunching through while cheating stays expensive.

When not to use it

It is the wrong tool in a game where nobody can gain from cheating, like a friendly co-op game among friends. There, skip the check and trust the players, which removes every false alarm.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Speed checks wrongly pull honest players back after a lag spike" (read_entry online-allow-bursts-after-a-lag-spike) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP