SetNet.StateSync.LagCompensation
1.1.0
dotnet add package SetNet.StateSync.LagCompensation --version 1.1.0
NuGet\Install-Package SetNet.StateSync.LagCompensation -Version 1.1.0
<PackageReference Include="SetNet.StateSync.LagCompensation" Version="1.1.0" />
<PackageVersion Include="SetNet.StateSync.LagCompensation" Version="1.1.0" />
<PackageReference Include="SetNet.StateSync.LagCompensation" />
paket add SetNet.StateSync.LagCompensation --version 1.1.0
#r "nuget: SetNet.StateSync.LagCompensation, 1.1.0"
#:package SetNet.StateSync.LagCompensation@1.1.0
#addin nuget:?package=SetNet.StateSync.LagCompensation&version=1.1.0
#tool nuget:?package=SetNet.StateSync.LagCompensation&version=1.1.0
<p align="center"> <img src="https://raw.githubusercontent.com/Povstalez/SetNet/master/assets/icon.png" alt="SetNet" width="96"> </p>
SetNet.StateSync.LagCompensation
Server-side lag compensation for SetNet.StateSync.
In a server-authoritative game each client sees the world delayed — by its interpolation buffer plus network latency. So when a player aims at a target and fires, the target on their screen is where it was interpolationDelay + RTT/2 ago, not where the server has it now. Judging the hit against the server's current positions feels unfair ("I clearly hit them!").
LagCompensator fixes this the way competitive shooters do: it records a short history of every entity's position each server tick, and lets you rewind the world to the moment the shooter actually saw. Test the shot against those historical positions and the hit registers where the player expected it — while the server stays authoritative.
Install
dotnet add package SetNet
dotnet add package SetNet.StateSync
dotnet add package SetNet.StateSync.LagCompensation
Usage
Create one compensator per world, feed it positions every tick, and rewind on demand. You supply how to read an entity's position — the core doesn't know which field is "position".
using SetNet.StateSync;
using SetNet.StateSync.LagCompensation;
var world = server.UseStateSync(new StateSyncOptions { TickRate = 30 });
// field 0 is the Vector3 position; keep 1s of history
var lag = new LagCompensator(e => e.GetVec3(0), historyMs: 1000);
// call once per server tick, from your simulation loop:
lag.Capture(world.Entities);
// when a client fires, rewind to what THEY saw:
double rewind = interpolationDelaySeconds + rttSeconds / 2.0; // ~ what the shooter rendered
Vec3? past = lag.PositionAgo(targetNetId, secondsAgo: rewind);
if (past.HasValue && RayHits(shot, past.Value))
ApplyDamage(targetNetId, damage);
PositionAgo interpolates between the two recorded frames bracketing that instant, so you get a smooth past position even between ticks. If you prefer to rewind to an absolute timestamp on the compensator's own clock, use PositionAt with a time derived from NowSeconds:
double shotTime = lag.NowSeconds - rewind;
Vec3? p = lag.PositionAt(targetNetId, shotTime);
API
| Member | Purpose |
|---|---|
new LagCompensator(Func<NetworkEntity, Vec3> positionSelector, int historyMs = 1000) |
Create a compensator keeping historyMs of history (floored at 50 ms) |
void Capture(IEnumerable<NetworkEntity> entities) |
Record all entity positions at the current time — call once per tick |
Vec3? PositionAgo(uint netId, double secondsAgo) |
Interpolated position secondsAgo in the past, or null if unknown/too old |
Vec3? PositionAt(uint netId, double time) |
Interpolated position at an absolute compensator time, or null |
double NowSeconds |
The compensator's monotonic clock (seconds) — use it to compute rewind offsets consistently |
Notes
- Position selector is required because the core doesn't know which field holds a position — read the same field you declared as the position in your
ReplicaSchema(e.g.e.GetVec3(0)). - Rewind amount is game-specific.
interpolationDelay + RTT/2is the standard estimate of what the shooter rendered; measure RTT per peer for accuracy. Rewinding too far punishes honest players; too little defeats the point. - History window: frames older than
historyMsare dropped, so a rewind further back than your history returnsnull. SizehistoryMsto cover your worst-caseinterpolationDelay + RTT/2. - Server-only. Lag compensation is an authority-side decision; clients never rewind. It uses a monotonic
Stopwatch, independent of wall-clock changes. - Queries and captures are thread-safe (guarded internally), so you can
Captureon your tick thread and rewind from a handler.
Documentation & source
- 🐙 https://github.com/Povstalez/SetNet — full module catalog in docs/MODULES.md
License
MIT
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
| .NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
| .NET Standard | netstandard2.1 is compatible. |
| MonoAndroid | monoandroid was computed. |
| MonoMac | monomac was computed. |
| MonoTouch | monotouch was computed. |
| Tizen | tizen60 was computed. |
| Xamarin.iOS | xamarinios was computed. |
| Xamarin.Mac | xamarinmac was computed. |
| Xamarin.TVOS | xamarintvos was computed. |
| Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- SetNet.StateSync (>= 1.1.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.1.0 | 129 | 7/2/2026 |