
1.1 - Game was started for Server.

1.2 - Players sent packets that they start the game. The Server must exchange packets with the Players, so until the connection of Players with Server is established, they are not considered connected.

1.3 - Players establish a connection with the Server and start exchange packets.

2.1 - Due to the difference in the ping of Players, Server receive position of Player A before Player B. This is just log of server, not what the Players actually see. For different Players positions of one-time on the Server log may be at different times.

2.2 - Timeline when the action started.

2.3 - Time when the Player A receives Player B Timeline 1 position.

2.4 - Time when the Player B receives Player A Timeline 1 position.

3.1 - Timeline when the Player B fired.

3.2 - After Player B firing, the Server should get packages for logging.

3.3 - Timeline when the log packets of Player B firing were received.

4.1 - HSR returns to the real moment of firing, after returns until the firing relative to the Server log.

4.2 - Timeline when the Player A was supposedly in the place that has seen by Player B when he fired.

4.3 - Time when log of Timeline 4 Player B position will be on Server.

5.1 - HSR returns to the real moment of firing, after returns until the firing relative to the Server log, but this is not enough. To the time of firing position of Player B coincided with the time of position of Player A that had seen by Player B, need to an additional return to difference between pings of Players (90 ms) = ping Player B (150 ms) - ping Player A (60 ms).

5.2 - Timeline when the Player A was in the place that has seen by Player B when he fired.

5.3 - Time when log of Timeline 5 Player B position will be on Server.

6.1 - Place of Player B when he fired.

6.2 - Place of Player A had seen by Player B when he fired.