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Client/Server sync - reasoning and specific techniques?

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Hello, I'm working on networking for a 2D MMO and have researched enough for my system design thoughts to start coalescing. However, I'm having a hard time piecing together the various approaches to decide what my client/server synchronization should look like. 

Some potentially relevant decisions (that could be changed, I'd appreciate a sanity check): 

  1. I'm using a fixed timestep.
  2. I'm counting simulation ticks instead of using wall time.
  3. The client postdates “input" messages (with the server giving feedback if the date is too early or late).
  4. The client buffers received “NPC state …

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