Clarification on simulation engine for real time multiplayer network game

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http://stackoverflow.com – I've been doing some reading about the various forms of multiplayer that exist today. In a nut shell, I believe the industry standard way involves the following: Running the physics for each client on the client machine/device Sending the input data of this physics to the server (could be another client running a 'server' session along with their own client data) Server processes this data to determine if the client is making legitimate moves, and if not, forces the client to sync to it's instructions (Rubber banding). Server forwards historic data from other clients to each client for simul (HowTos)