Server recording should not be required. It's probably this: Some issue causes one huge lag on the server (or the clock jumps), so the server things clients lag. The server tells the clients about it. Now, there's a new mechanism in 0.2.8.3 that's supposed to deal better with with fluctuating pings, namely the client adds a little extra bit of time to its clock so game commands get sent 'earlier'. Now, the bit that goes wrong is that the 'little extra bit' turns into a huge bit. The client needs better sanity checks on the values sent by the server, and a clientside recording to get a signature of those events should be enough. Of course, more server side sanity checks may be good, too.
Server recording should not be required. It's probably this: Some issue causes one huge lag on the server (or the clock jumps), so the server things clients lag. The server tells the clients about it. Now, there's a new mechanism in 0.2.8.3 that's supposed to deal better with with fluctuating pings, namely the client adds a little extra bit of time to its clock so game commands get sent 'earlier'. Now, the bit that goes wrong is that the 'little extra bit' turns into a huge bit. The client needs better sanity checks on the values sent by the server, and a clientside recording to get a signature of those events should be enough. Of course, more server side sanity checks may be good, too.