I made a crude script to mess with the physics state using a multiplayer synchronizer. it could use some improvements but should get you started.
I want to adjust your perspective a little bit…
This is true so remember this…
The player will have a ping, and lets say this is a round-trip of 100 ms. half is 50 ms. (one-way server to client)
Even though client is using state 100ms old, the server won’t see the players response until 200 ms later. (100ms state delay + ping rt)
From the perspective of the server the client is ahead of the server in time. And it will be since the client is trying to predict the server to allow a more responsive client.