Chivalry @ Midnight with Leap Second Lag killing connection [unedited]
Client-side prediction completely takes over as the connection is still "connected" but nothing is getting through.
Notice how things that don't affect the server's game state are allowed by the player. Swinging the weapon. Throwing axes. (But notice total axes on hand DON'T decrease). And of course, no damage is actually affecting any player and IF the connection were to ever restore, the player would be forced ("Warped") back to where-ever the server says the player should have been.
Client-side prediction is a way to hide lag, and lets the user experience things that "should" usually happen (walking forward, walks forward) even if the server hasn't responded yet. However, when the server DOES reply, the client will be forced to model the server. So anything that shouldn't have happened, will be reverted (e.g. movement that can't happen), and anything that can happen, the user won't notice at all.
In the olden days, and rare cases like this, you can see a bad "rubberband effect" where you constantly get warped back to your starting point while trying to say, climb up stairs. Every time you warp back, the server has actually told the client where you actually are (and rejected the path you thought you took, that the client reported to the server).
A same kind of rejection occurs if someone tries to hack their client to tell the server "I moved more than I actually did". Server says no and says "Get back to where I said you can be."
Other Videos By Novous
Other Statistics
Chivalry: Medieval Warfare Statistics For Novous
Currently, Novous has 335 views for Chivalry: Medieval Warfare across 5 videos. His channel published less than an hour of Chivalry: Medieval Warfare content, roughly 3.12% of the content that Novous has uploaded to YouTube.