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answer: direct
beat: system-design
source: 1 article · updated: August 5, 2026
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How does the server know what time the client fired the shot at?

The client includes a timestamp in every shot packet — the client's local game tick when the fire button was pressed. When the server receives that packet (delayed by network latency), the packet still carries the original timestamp. The server uses that timestamp to rewind to the corresponding world snapshot and test collision there.

Answered in

Time-Travel Fairness: How Servers Rewind for Lag Compensation

Why lag compensation rewinds the game world to when a shot was fired, and why victims experience the cost.

Crashtech Editorial August 5, 2026 System Design

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