Hey,
I need to integrate server reconciliation in a multiplayer platformer game. I have found some links about it, but didn't really get it. In my game, client sends one of these movement requests to the server: ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_STOP. And server sends an update packet every 1/20 sec with players positions and velocities. Currently, when I start moving, because of prediction, character starts moving instantly, then server sends an update packet, character snaps back to previous position and start moving then. So I found reconciliation is an answer.
How could I implement it? Should I attach a current movement state variable in an update packet and ignore position updates until it matches with the last sent one?