title: How to handle dropped movement RPC packets in games?
body: <p>I'm wondering how I should handle packet loss of RPC packets in my game.
  For example, if the client is moving forward, but starts to strafe left after a while, but the strafe RPC(MovingLeft) got dropped due to packet loss.
  The server will still think that the player is moving forward, but the client prediction will make the player strafe left instantly after pressing down the 'A' key.</p>
  
  <p>Should you let the Client override the servers authority for some amount of time back in the past? How will this affect server simulations, if the client is modifying the past states on the server?</p>